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		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20372</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
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		<summary type="html">&lt;p&gt;Audrey Azura: /* Example Spirits of Places */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
&lt;br /&gt;
==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
&lt;br /&gt;
Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
&lt;br /&gt;
=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
&lt;br /&gt;
Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
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&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
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==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
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=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
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==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
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=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
&lt;br /&gt;
==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
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== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
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=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
&lt;br /&gt;
Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
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&lt;br /&gt;
=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
&lt;br /&gt;
For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
&lt;br /&gt;
=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
&lt;br /&gt;
Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
&lt;br /&gt;
== Spirits and Magic ==&lt;br /&gt;
This section summarizes information from published sources about spirit magic. Hermetic spirit magic and theurgy is detailed in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition (particularly Chapters 4, 8, and 9)&#039;&#039;&#039;&#039;&#039;; whereas nonHermetic summoning and controlling spirits can be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal (particularly Chapter 11)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
All magi can summon and control Airy Spirits using the Art of Rego as part of standard Hermetic Theory. These spells require an Arcane Connection; but due to the nature of Airy Spirits, this is usually easy to come by. The spell to summon an Airy Spirit requires only Duration Momentary &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, page 29)&#039;&#039;&#039;&#039;&#039;. Some magi have preserved secrets of spirit magic from their non-Hermetic roots; once Initiated into the Mystery of Hermetic Spirit Magic, a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefinitely, or drain a spirit’s essence to empower ritual effects in enchanted devices (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 8: Hermetic Spirit Magic&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Hermetic magic is not so proficient at summoning the Aspect of a Daimon. While all Hermetic magi are capable of inventing a ritual spell to summon a specific Daimon’s Aspect, they can only do so if they have a Laboratory Text or a teacher who already knows the spell. Further, the spell of the non-theurgist must have a base level equal to twice the Daimon’s Might. Non-theurgists generally need to use Wizard’s Communion to achieve sufficient Penetration for such a spell to work. Those who have been Initiated into the Mystery of Hermetic Theurgy can invent these spells without needing a Laboratory Text or a teacher. Further, a Hermetic Theurgist need not have such a powerful initial spell; instead they may repeatedly cast a ritual spell of lower level (and thus higher Penetration) and achieve success through persistence rather than raw power. Hermetic Theurgists may also research and use synthemata to improve Penetration totals (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy&#039;&#039;&#039;&#039;&#039; for more details on the abilities of these magi).&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
The Goetic Arts form the basis of nonHermetic magic used to summon and control spirits from any of the three earthly Realms. There are four Goetic Arts — namely Summoning, Ablating, Binding, and Commanding — all of which are Major Supernatural Virtues and are advanced as Arts. More information may be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal, Chapter 11: Ars Goetia&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Goetic Art of Summoning may be aligned to the Magic, the Faerie, or the Infernal Realm, and is used to call spirits to the sorcerer’s location. The Arts of Ablating, Binding, and Commanding are all aligned to the Infernal realm. The practitioners of these magics need not be evil, but the nature of these Arts taints any work done with them. These Arts steal power from spirits, force them into objects or beings, or demand obedience from the spirit, respectively.&lt;br /&gt;
&lt;br /&gt;
Other traditions of wizards who control spirits may be found in future sourcebooks for &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
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=== Arcane Connections, True Names, and Synthemata ===&lt;br /&gt;
At first glance, spirits would appear to not produce &#039;&#039;&#039;Arcane Connections&#039;&#039;&#039;, having no solid bodies with which to generate them. However, any worldly representation of an Airy Spirit acts as an Arcane Connection to that spirit. For example, a fire acts as an Arcane Connection to the Airy Spirit of that fire. A courting couple may be used as an Arcane Connection to the spirit born of their love, and so forth. The physical location of a genius loci is an Arcane Connection to that spirit, regardless of whether it is a Daimon or Airy Spirit. Spirits using the &#039;&#039;Material Anchor&#039;&#039; power may intentionally form Arcane Connections. The name of an Airy Spirit serves as an Arcane Connection of indefinite duration to that spirit; although the name of a Daimon does not (one must instead research its &#039;&#039;&#039;&#039;&#039;True Name, see below&#039;&#039;&#039;&#039;&#039;). In general, Daimons are more resistant to the formation of Arcane Connections, and they occur in only a few select circumstances, such as with use of the &#039;&#039;Material Anchor&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;True Name&#039;&#039;&#039; is a secret name that is an expression of the spiritual essence of an entity; a special formula of strange incantations and gestures that takes only a few moments to recite, but is difficult to learn. A True Name is an Arcane Connection of indefinite duration, and is often the only Arcane Connections possible to a Daimon. Only creatures with a Might score have a True Name, but not all creatures with a Might score do. All demons, angels, and Daimons have a True Name, as do other intelligent entities with a unique personality; the storyguide is the ultimate arbiter as to which creatures have a True Name and which do not. Each True Name is a spelllike ability recorded as “True Name of (Being)” on the character sheet, and costs 5 experience points to learn. These points can come from Practice, Exposure, or Adventure; or from an Advancement Total dedicated to the appropriate (Realm) Lore. You receive one free experience point in the (Realm) Lore whenever the character learns a True Name completely.&lt;br /&gt;
&lt;br /&gt;
Synthemata are signs, symbols, or passwords that link a magician to a supernatural creature; any being with a Might score has synthemata, regardless of whether they also have a True Name. Theurgic spells include these magical words in the formula of incantation; while granting no actual power, they are necessary for the correct operation of this magic, and remain a secret of the craft. Some magi and hedge wizards have the ability to work the correct synthemata into their magic as an intense and powerful channel to a spirit, so that they may command them through this channel. Virtues to work such magic are described in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, pages 86–88&#039;&#039;&#039;&#039;&#039;. Knowing the True Name of a creature adds 5 to all lab totals to research synthemata for that same being.&lt;br /&gt;
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=== New Spirit Spells and Spell Guidelines ===&lt;br /&gt;
All spells to summon, perceive, or control a spirit must penetrate its Magic Might. The Aspect of a Daimon can be controlled, but Daimons will typically dissolve the Aspect if a magus attempts this.&lt;br /&gt;
&lt;br /&gt;
==== Intellego (Form) ====&lt;br /&gt;
Note: No demons can be detected by these spells.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;1&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 50 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;2&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 40 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;3&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 30 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;4&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 15 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Sense any supernatural creature with a Might associated with the Form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example spell ====&lt;br /&gt;
{{ArsMspell|Perceive the Firewalker&lt;br /&gt;
|InIg&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Per, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|To the eyes of the caster, all creatures with a Might aligned to Ignem (and whose Might is lower than the caster’s Penetration Total) are cast in a red sheen. This spell allows the caster, for example, to distinguish a fire elemental from a normal fire, a Salamander of Virtue from an ordinary lizard, and see spirits of fire that are normally invisible, as well as creatures of other Realms who are associated with fire, other than demons.&lt;br /&gt;
|Base 5, +1 Conc, +4 Vision}}&lt;br /&gt;
==== Rego (Form) ====&lt;br /&gt;
Spells of a specific Form can command any spirit tied to that Form. For example, Ignem can command any fiery spirit. An Arcane Connection is always needed to summon a spirit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of (Form).&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of (Form).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rego Vim ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039; &lt;br /&gt;
| Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of a specific Realm.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of a specific Realm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
This section lists several example spirits of places (genii loci), together with suggestions for magically-touched characters that may inhabit them. Characters who have been exposed to such a magical spirit over an extended period may acquire magical powers in several different ways. A person may be born in an area infused with a genius loci, and thus have developed a mystical link to the spirit; in this case, the character can simply be generated with the appropriate Virtues and Flaws. A person may be granted beneficial or detrimental effects by the use of a spirit’s Grant (Virtue) or Grant (Flaw) powers. The person may have either pleased or angered the spirit, or else she may be possessed by it. Alternatively, she may have bargained with the spirit in exchange for power, perhaps offering servitude. Major bargains may constitute a pact (granting the Spiritual Pact Virtue), and they are often enforced by the use of a genius loci’s Oath-Swearing power. Magi might even be able to engage in a deep mystical communion with such a spirit, in order to initiate Mystery Virtues. Characters who have been under a spirit’s influence for a long time may have developed a Warping Score, and may thus have gained one or more Flaws as well as a mystical Virtue, as detailed in &#039;&#039;&#039;&#039;&#039;ArM5, page 168&#039;&#039;&#039;&#039;&#039;. Many, but not all, genii loci tend to have a general antipathy towards human intrusion into their domains.&lt;br /&gt;
&lt;br /&gt;
Each of the genii loci listed is a specific place in Mythic Europe. However, they serve equally well as examples of types of geographical features that can appear elsewhere, and so you can easily adapt them to other locations, should you wish. For more details of the powers of the spirits given here, see the lists earlier in this chapter and in &#039;&#039;&#039;&#039;&#039;Chapter 4: Characters&#039;&#039;&#039;&#039;&#039;, Common Powers. The characters associated with each example may be used as story seeds.&lt;br /&gt;
&lt;br /&gt;
Numerous examples of forest genii loci may also be found in &#039;&#039;&#039;&#039;&#039;Guardians of the Forests: The Rhine Tribunal&#039;&#039;&#039;&#039;&#039;. A powerful cave genius loci is located at the Cave of Twisting Shadows, the domus magna of House Criamon, in the Alps; see &#039;&#039;&#039;&#039;&#039;Houses of Hermes: Mystery Cults&#039;&#039;&#039;&#039;&#039; for more details.&lt;br /&gt;
&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
A powerful and violent spirit of fire, Adranus, slumbers beneath a mountain on the Mediterranean island of Sicily. It has developed an antipathy towards the local peoples, since they long ago ceased worshipping it as a god. Nevertheless, it is satisfied when mortals stay away from its slopes and live in a state of respectful fear, but should they become too bold, disrespectful, or forgetful, the genius loci will become irritated and its sleep will be disturbed. Its wrath gradually builds up until the need to vent its fury is overwhelming, at which point the volcano erupts with spectacular and devastating force. Those few who venture onto the blasted and rocky slopes of the mountain have been known to go insane.&lt;br /&gt;
&lt;br /&gt;
In ancient times, Adranus was worshiped by the primitive inhabitants of Sicily as a god of fire. When the Romans rose to prominence it was cast out by Vulcan, their god of fire and forge, but has since returned, and wreaks occasional and spectacular violent retribution on those who no longer either honor or fear it. A gateway to the Underworld was believed by the ancients to be situated beneath Etna. When using the Manifestation power, Adranus usually possesses one or more Sicilian eagles, the only creatures who will brave the mountain’s heights. The volcano last erupted in 1194, and, if your saga follows real history, will next erupt in 1222.&lt;br /&gt;
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==== Adranus, the Spirit of Mount Etna ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 50 (Ignem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Winter&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int +3, Per +3, Pre +2, Com +2, Str +3, Sta +2, Dex –1, Qik –2&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 1 (3 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit, Daimon; Ways of the Mountains; Improved Characteristics x5; Fury, Wrathful&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power x12, Greater Power, Ritual Power x9; Minor Virtue x2; Reduced Abilities x18&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Wrathful +6, Slumbering +3&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Bringer of Death and Destruction 5 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Sicily Lore 6 (mountains), Magic Lore 8 (underworld)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Crafter of Fire&#039;&#039;, variable points, Init –2 – Might cost, Ignem: duplicates any non-Ritual Creo Ignem or Rego Ignem spell no greater than 50th level at a cost of 1 Might point per magnitude of the effect. (Focus Power x 2)&lt;br /&gt;
** &#039;&#039;Crafter of Earth&#039;&#039;, variable points, Init –2 – Might cost, Terram: duplicates any nonRitual Creo Terram or Rego Terram spell no greater than 50th level at a cost of 1 Might point per magnitude of the effect. (Focus Power x 2)&lt;br /&gt;
** &#039;&#039;Grant Visions&#039;&#039;, 5 points, Init –12, Vim: see &#039;&#039;Grant (Minor Flaw)&#039;&#039; for more details. (Ritual Power)&lt;br /&gt;
** &#039;&#039;Grant Simple-Minded&#039;&#039;, 5 points, Init –12, Vim: see &#039;&#039;Grant (Minor Flaw)&#039;&#039; for more details. (Ritual Power)&lt;br /&gt;
** &#039;&#039;Grant Wrathful&#039;&#039;, 5 points, Init –12, Vim: see &#039;&#039;Grant (Minor Flaw)&#039;&#039; for more details. (Ritual Power)&lt;br /&gt;
** &#039;&#039;Hibernation&#039;&#039;, 15 points, Init –32, Vim: the spirit remains completely inactive for a year (spending no other Might points); the 15 points spent on this power are saved and added to the Might Pool for the first year out of hibernation. In this fashion, the Might Pool may exceed the permanent Might score (50). Using this power, the volcano can save up Might points over many years in succession and have a great amount to spend in the single year in which it awakens. No Hermetic Equivalent: Ritual Power x 3&lt;br /&gt;
** &#039;&#039;Manifestation&#039;&#039;, 4 or more points, Init –2 – Might cost, Animal (Focus Power x 2)&lt;br /&gt;
** &#039;&#039;Master of Earth&#039;&#039;, variable points, Init –2 – Might cost, Terram: duplicates any non-Ritual Muto Terram or Perdo Terram spell no greater than 50th level at a cost of 1 Might point per magnitude of the effect. (Focus Power x 2)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Mentem (Greater Power)&lt;br /&gt;
** &#039;&#039;Regio&#039;&#039;, 15 points, Init –32, Vim: by permanently spending Might, the spirit can add levels to the regio around the volcano’s crater. (Ritual Power x 3)&lt;br /&gt;
** &#039;&#039;Ruler of Lava&#039;&#039;, variable points, Init –2 – Might cost, Terram: duplicates any non-Ritual spell pertaining to lava no greater than 50th level, at a cost of 1 Might point per magnitude of the effect. (Focus Power x2)&lt;br /&gt;
** &#039;&#039;Ruler of Smoke&#039;&#039;, variable points, Init –2 – Might cost, Auram: duplicates any non-Ritual spell pertaining to smoke no greater than 50th level, at a cost of 1 Might point per magnitude of the effect. (Focus Power x2)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 10 pawns of Ignem vis; 5 pawns per year can also be harvested from the crater at the volcano’s summit.&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Mount Etna is a conical and blasted peak that rises ten thousand feet above the eastern end of the island of Sicily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
Passage along the upper stretches of the Rhine, one of Europe’s great rivers, is blocked by a mighty waterfall that is the home of the river’s genius loci. Long ago the Rhine was tempestuous and unnavigable, until the ancient races of dwarfs and giants tamed it. At this spot, a group of giants hurled a mighty rock into the river, pinioning the spirit there. Thus the river was tamed, making it safe for boating. Ever since, the river spirit has only been able to exercise the full extent of its powers at the waterfalls, which only the most foolhardy of boatsmen attempt to pass. The river spirit can, however, sense along the whole of its length, and it resents those who presume to traffic up and down it, paying it no heed. It longs to be released from the falls so that it may be free to exert its full power over its whole domain. The spirit may be assuaged by sacrificing items of mundane wealth to the waters. It is rumored that a mighty treasure, the Rhinegold, lies somewhere at the bottom of the Rhine. For more details, see &#039;&#039;&#039;&#039;&#039;Guardians of the Forests: The Rhine Tribunal, page 41&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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==== Rhenus, the Spirit of the Rhine ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 50 (Aquam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Winter&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int +5, Per +5, Pre +5, Com +4, Str +3, Sta +3, Dex +3, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 1 (3 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit, Daimon; Ways of the Rivers; Great Communication, Great Intelligence x2, Great Presence x2, Great Perception x2, Improved Characteristics x14; Greater Malediction (Bound); Avaricious&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power x4, Greater Power x2, Ritual Power x6; Lesser Power; Minor Virtue x20; Reduced Abilities x7&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Desires Release +6, Lust for Wealth +2&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Ancient and Harmless Myth 2 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Bargain 8 (treasure), Magic Lore 10 (ancient legends), Rhine Lore 12 (upper Rhine)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Control Human&#039;&#039;, 2 points, Init +3, Mentem (Greater Power)&lt;br /&gt;
** &#039;&#039;Crafter of Water&#039;&#039;, variable points, Init +3 – Might cost, Aquam: Duplicates any nonRitual Creo Aquam or Rego Aquam spell no greater than 50th level at a cost of 1 Might point per magnitude of the effect. (Focus Power x 2)&lt;br /&gt;
** &#039;&#039;Grant Greater Malediction&#039;&#039;, 10 points, Init –17, Vim: curses a person to suffer a great misfortune on their next trip along or across the Rhine; see &#039;&#039;Grant (Major Flaw)&#039;&#039; for more details. (Ritual Power x 2)&lt;br /&gt;
** &#039;&#039;Grant Puissance in Profession: Boating&#039;&#039;, 4 points, Init +0, Corpus: see &#039;&#039;Grant Puissance in (Ability)&#039;&#039; for more details. (Lesser Power)&lt;br /&gt;
** &#039;&#039;Oath-Swearing&#039;&#039;, 10 points, Init –7, Vim (Ritual Power)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem (Greater Power)&lt;br /&gt;
** &#039;&#039;Regio&#039;&#039;, 15 points, Init –27, Vim: by permanently spending Might, the spirit can add levels to the regio around the top of the island in the center of the waterfall. (Ritual Power x 3)&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, variable points, Init +3 – Might cost, Aquam: duplicates any nonRitual Muto Aquam or Perdo Aquam spell no greater than 50th level at a cost of 1 Might point per magnitude of the effect. (Focus Power x 2)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 10 pawns of Aquam vis; 5 pawns per year can also be harvested by performing sacrifices of wealth to the spirit.&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; The river Rhine plunges down eighty feet in an almighty torrent over a set of cataracts at its upper stretches, south of the Black Forest. A rocky island is perched perilously at the center of the falls, and houses the spirit’s regio.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20371</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20371"/>
		<updated>2025-06-21T15:39:31Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Spirits and Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
&lt;br /&gt;
==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
&lt;br /&gt;
Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
&lt;br /&gt;
=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
&lt;br /&gt;
Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
&lt;br /&gt;
==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
&lt;br /&gt;
=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
&lt;br /&gt;
==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
&lt;br /&gt;
=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
&lt;br /&gt;
Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
&lt;br /&gt;
For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
&lt;br /&gt;
=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
&lt;br /&gt;
Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
&lt;br /&gt;
== Spirits and Magic ==&lt;br /&gt;
This section summarizes information from published sources about spirit magic. Hermetic spirit magic and theurgy is detailed in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition (particularly Chapters 4, 8, and 9)&#039;&#039;&#039;&#039;&#039;; whereas nonHermetic summoning and controlling spirits can be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal (particularly Chapter 11)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
All magi can summon and control Airy Spirits using the Art of Rego as part of standard Hermetic Theory. These spells require an Arcane Connection; but due to the nature of Airy Spirits, this is usually easy to come by. The spell to summon an Airy Spirit requires only Duration Momentary &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, page 29)&#039;&#039;&#039;&#039;&#039;. Some magi have preserved secrets of spirit magic from their non-Hermetic roots; once Initiated into the Mystery of Hermetic Spirit Magic, a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefinitely, or drain a spirit’s essence to empower ritual effects in enchanted devices (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 8: Hermetic Spirit Magic&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Hermetic magic is not so proficient at summoning the Aspect of a Daimon. While all Hermetic magi are capable of inventing a ritual spell to summon a specific Daimon’s Aspect, they can only do so if they have a Laboratory Text or a teacher who already knows the spell. Further, the spell of the non-theurgist must have a base level equal to twice the Daimon’s Might. Non-theurgists generally need to use Wizard’s Communion to achieve sufficient Penetration for such a spell to work. Those who have been Initiated into the Mystery of Hermetic Theurgy can invent these spells without needing a Laboratory Text or a teacher. Further, a Hermetic Theurgist need not have such a powerful initial spell; instead they may repeatedly cast a ritual spell of lower level (and thus higher Penetration) and achieve success through persistence rather than raw power. Hermetic Theurgists may also research and use synthemata to improve Penetration totals (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy&#039;&#039;&#039;&#039;&#039; for more details on the abilities of these magi).&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
The Goetic Arts form the basis of nonHermetic magic used to summon and control spirits from any of the three earthly Realms. There are four Goetic Arts — namely Summoning, Ablating, Binding, and Commanding — all of which are Major Supernatural Virtues and are advanced as Arts. More information may be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal, Chapter 11: Ars Goetia&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Goetic Art of Summoning may be aligned to the Magic, the Faerie, or the Infernal Realm, and is used to call spirits to the sorcerer’s location. The Arts of Ablating, Binding, and Commanding are all aligned to the Infernal realm. The practitioners of these magics need not be evil, but the nature of these Arts taints any work done with them. These Arts steal power from spirits, force them into objects or beings, or demand obedience from the spirit, respectively.&lt;br /&gt;
&lt;br /&gt;
Other traditions of wizards who control spirits may be found in future sourcebooks for &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
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=== Arcane Connections, True Names, and Synthemata ===&lt;br /&gt;
At first glance, spirits would appear to not produce &#039;&#039;&#039;Arcane Connections&#039;&#039;&#039;, having no solid bodies with which to generate them. However, any worldly representation of an Airy Spirit acts as an Arcane Connection to that spirit. For example, a fire acts as an Arcane Connection to the Airy Spirit of that fire. A courting couple may be used as an Arcane Connection to the spirit born of their love, and so forth. The physical location of a genius loci is an Arcane Connection to that spirit, regardless of whether it is a Daimon or Airy Spirit. Spirits using the &#039;&#039;Material Anchor&#039;&#039; power may intentionally form Arcane Connections. The name of an Airy Spirit serves as an Arcane Connection of indefinite duration to that spirit; although the name of a Daimon does not (one must instead research its &#039;&#039;&#039;&#039;&#039;True Name, see below&#039;&#039;&#039;&#039;&#039;). In general, Daimons are more resistant to the formation of Arcane Connections, and they occur in only a few select circumstances, such as with use of the &#039;&#039;Material Anchor&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;True Name&#039;&#039;&#039; is a secret name that is an expression of the spiritual essence of an entity; a special formula of strange incantations and gestures that takes only a few moments to recite, but is difficult to learn. A True Name is an Arcane Connection of indefinite duration, and is often the only Arcane Connections possible to a Daimon. Only creatures with a Might score have a True Name, but not all creatures with a Might score do. All demons, angels, and Daimons have a True Name, as do other intelligent entities with a unique personality; the storyguide is the ultimate arbiter as to which creatures have a True Name and which do not. Each True Name is a spelllike ability recorded as “True Name of (Being)” on the character sheet, and costs 5 experience points to learn. These points can come from Practice, Exposure, or Adventure; or from an Advancement Total dedicated to the appropriate (Realm) Lore. You receive one free experience point in the (Realm) Lore whenever the character learns a True Name completely.&lt;br /&gt;
&lt;br /&gt;
Synthemata are signs, symbols, or passwords that link a magician to a supernatural creature; any being with a Might score has synthemata, regardless of whether they also have a True Name. Theurgic spells include these magical words in the formula of incantation; while granting no actual power, they are necessary for the correct operation of this magic, and remain a secret of the craft. Some magi and hedge wizards have the ability to work the correct synthemata into their magic as an intense and powerful channel to a spirit, so that they may command them through this channel. Virtues to work such magic are described in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, pages 86–88&#039;&#039;&#039;&#039;&#039;. Knowing the True Name of a creature adds 5 to all lab totals to research synthemata for that same being.&lt;br /&gt;
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=== New Spirit Spells and Spell Guidelines ===&lt;br /&gt;
All spells to summon, perceive, or control a spirit must penetrate its Magic Might. The Aspect of a Daimon can be controlled, but Daimons will typically dissolve the Aspect if a magus attempts this.&lt;br /&gt;
&lt;br /&gt;
==== Intellego (Form) ====&lt;br /&gt;
Note: No demons can be detected by these spells.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;1&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 50 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;2&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 40 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;3&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 30 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;4&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 15 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Sense any supernatural creature with a Might associated with the Form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example spell ====&lt;br /&gt;
{{ArsMspell|Perceive the Firewalker&lt;br /&gt;
|InIg&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Per, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|To the eyes of the caster, all creatures with a Might aligned to Ignem (and whose Might is lower than the caster’s Penetration Total) are cast in a red sheen. This spell allows the caster, for example, to distinguish a fire elemental from a normal fire, a Salamander of Virtue from an ordinary lizard, and see spirits of fire that are normally invisible, as well as creatures of other Realms who are associated with fire, other than demons.&lt;br /&gt;
|Base 5, +1 Conc, +4 Vision}}&lt;br /&gt;
==== Rego (Form) ====&lt;br /&gt;
Spells of a specific Form can command any spirit tied to that Form. For example, Ignem can command any fiery spirit. An Arcane Connection is always needed to summon a spirit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of (Form).&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of (Form).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rego Vim ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039; &lt;br /&gt;
| Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of a specific Realm.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of a specific Realm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20370</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20370"/>
		<updated>2025-06-21T14:51:32Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* New Spirit Spells and Spell Guidelines */&lt;/p&gt;
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&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
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The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
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=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
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Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
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&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
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==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
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A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
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As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
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==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
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Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
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==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
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The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
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The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
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==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
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This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
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An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
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== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
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{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
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A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
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{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
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{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
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{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
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{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
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{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
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{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
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{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
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== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
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Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
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=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
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The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
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Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
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==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
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&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
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==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
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&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
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==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
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=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
&lt;br /&gt;
==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
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== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
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=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
&lt;br /&gt;
Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
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=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
&lt;br /&gt;
For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
&lt;br /&gt;
=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
&lt;br /&gt;
Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
&lt;br /&gt;
== Spirits and Magic ==&lt;br /&gt;
This section summarizes information from published sources about spirit magic. Hermetic spirit magic and theurgy is detailed in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition (particularly Chapters 4, 8, and 9)&#039;&#039;&#039;&#039;&#039;; whereas nonHermetic summoning and controlling spirits can be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal (particularly Chapter 11)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
All magi can summon and control Airy Spirits using the Art of Rego as part of standard Hermetic Theory. These spells require an Arcane Connection; but due to the nature of Airy Spirits, this is usually easy to come by. The spell to summon an Airy Spirit requires only Duration Momentary &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, page 29)&#039;&#039;&#039;&#039;&#039;. Some magi have preserved secrets of spirit magic from their non-Hermetic roots; once Initiated into the Mystery of Hermetic Spirit Magic, a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefinitely, or drain a spirit’s essence to empower ritual effects in enchanted devices (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 8: Hermetic Spirit Magic&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Hermetic magic is not so proficient at summoning the Aspect of a Daimon. While all Hermetic magi are capable of inventing a ritual spell to summon a specific Daimon’s Aspect, they can only do so if they have a Laboratory Text or a teacher who already knows the spell. Further, the spell of the non-theurgist must have a base level equal to twice the Daimon’s Might. Non-theurgists generally need to use Wizard’s Communion to achieve sufficient Penetration for such a spell to work. Those who have been Initiated into the Mystery of Hermetic Theurgy can invent these spells without needing a Laboratory Text or a teacher. Further, a Hermetic Theurgist need not have such a powerful initial spell; instead they may repeatedly cast a ritual spell of lower level (and thus higher Penetration) and achieve success through persistence rather than raw power. Hermetic Theurgists may also research and use synthemata to improve Penetration totals (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy&#039;&#039;&#039;&#039;&#039; for more details on the abilities of these magi).&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
The Goetic Arts form the basis of nonHermetic magic used to summon and control spirits from any of the three earthly Realms. There are four Goetic Arts — namely Summoning, Ablating, Binding, and Commanding — all of which are Major Supernatural Virtues and are advanced as Arts. More information may be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal, Chapter 11: Ars Goetia&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Goetic Art of Summoning may be aligned to the Magic, the Faerie, or the Infernal Realm, and is used to call spirits to the sorcerer’s location. The Arts of Ablating, Binding, and Commanding are all aligned to the Infernal realm. The practitioners of these magics need not be evil, but the nature of these Arts taints any work done with them. These Arts steal power from spirits, force them into objects or beings, or demand obedience from the spirit, respectively.&lt;br /&gt;
&lt;br /&gt;
Other traditions of wizards who control spirits may be found in future sourcebooks for &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
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=== Arcane Connections, True Names, and Synthemata ===&lt;br /&gt;
At first glance, spirits would appear to not produce &#039;&#039;&#039;Arcane Connections&#039;&#039;&#039;, having no solid bodies with which to generate them. However, any worldly representation of an Airy Spirit acts as an Arcane Connection to that spirit. For example, a fire acts as an Arcane Connection to the Airy Spirit of that fire. A courting couple may be used as an Arcane Connection to the spirit born of their love, and so forth. The physical location of a genius loci is an Arcane Connection to that spirit, regardless of whether it is a Daimon or Airy Spirit. Spirits using the &#039;&#039;Material Anchor&#039;&#039; power may intentionally form Arcane Connections. The name of an Airy Spirit serves as an Arcane Connection of indefinite duration to that spirit; although the name of a Daimon does not (one must instead research its &#039;&#039;&#039;&#039;&#039;True Name, see below&#039;&#039;&#039;&#039;&#039;). In general, Daimons are more resistant to the formation of Arcane Connections, and they occur in only a few select circumstances, such as with use of the &#039;&#039;Material Anchor&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;True Name&#039;&#039;&#039; is a secret name that is an expression of the spiritual essence of an entity; a special formula of strange incantations and gestures that takes only a few moments to recite, but is difficult to learn. A True Name is an Arcane Connection of indefinite duration, and is often the only Arcane Connections possible to a Daimon. Only creatures with a Might score have a True Name, but not all creatures with a Might score do. All demons, angels, and Daimons have a True Name, as do other intelligent entities with a unique personality; the storyguide is the ultimate arbiter as to which creatures have a True Name and which do not. Each True Name is a spelllike ability recorded as “True Name of (Being)” on the character sheet, and costs 5 experience points to learn. These points can come from Practice, Exposure, or Adventure; or from an Advancement Total dedicated to the appropriate (Realm) Lore. You receive one free experience point in the (Realm) Lore whenever the character learns a True Name completely.&lt;br /&gt;
&lt;br /&gt;
Synthemata are signs, symbols, or passwords that link a magician to a supernatural creature; any being with a Might score has synthemata, regardless of whether they also have a True Name. Theurgic spells include these magical words in the formula of incantation; while granting no actual power, they are necessary for the correct operation of this magic, and remain a secret of the craft. Some magi and hedge wizards have the ability to work the correct synthemata into their magic as an intense and powerful channel to a spirit, so that they may command them through this channel. Virtues to work such magic are described in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, pages 86–88&#039;&#039;&#039;&#039;&#039;. Knowing the True Name of a creature adds 5 to all lab totals to research synthemata for that same being.&lt;br /&gt;
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=== New Spirit Spells and Spell Guidelines ===&lt;br /&gt;
All spells to summon, perceive, or control a spirit must penetrate its Magic Might. The Aspect of a Daimon can be controlled, but Daimons will typically dissolve the Aspect if a magus attempts this.&lt;br /&gt;
&lt;br /&gt;
==== Intellego (Form) ====&lt;br /&gt;
Note: No demons can be detected by these spells.&lt;br /&gt;
&lt;br /&gt;
{| noclass&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;1&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 50 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;2&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 40 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;3&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 30 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;4&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 15 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Sense any supernatural creature with a Might associated with the Form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example spell ====&lt;br /&gt;
{{ArsMspell|Perceive the Firewalker&lt;br /&gt;
|InIg&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Per, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|To the eyes of the caster, all creatures with a Might aligned to Ignem (and whose Might is lower than the caster’s Penetration Total) are cast in a red sheen. This spell allows the caster, for example, to distinguish a fire elemental from a normal fire, a Salamander of Virtue from an ordinary lizard, and see spirits of fire that are normally invisible, as well as creatures of other Realms who are associated with fire, other than demons.&lt;br /&gt;
|Base 5, +1 Conc, +4 Vision}}&lt;br /&gt;
==== Rego (Form) ====&lt;br /&gt;
Spells of a specific Form can command any spirit tied to that Form. For example, Ignem can command any fiery spirit. An Arcane Connection is always needed to summon a spirit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of (Form).&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of (Form).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rego Vim ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039; &lt;br /&gt;
| Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of a specific Realm.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of a specific Realm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20369</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20369"/>
		<updated>2025-06-21T14:50:10Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* New Spirit Spells and Spell Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
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==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
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This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
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An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
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== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
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{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
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A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
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{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
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{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
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{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
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{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
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{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
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{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
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{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
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== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
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Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
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=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
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Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
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==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
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=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
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The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
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Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
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Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
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Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
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=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
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=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
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A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
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&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
&lt;br /&gt;
==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
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=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
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==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
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== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
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=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
&lt;br /&gt;
Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
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=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
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For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
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=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
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=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
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Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
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== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
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The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
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== Spirits and Magic ==&lt;br /&gt;
This section summarizes information from published sources about spirit magic. Hermetic spirit magic and theurgy is detailed in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition (particularly Chapters 4, 8, and 9)&#039;&#039;&#039;&#039;&#039;; whereas nonHermetic summoning and controlling spirits can be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal (particularly Chapter 11)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
All magi can summon and control Airy Spirits using the Art of Rego as part of standard Hermetic Theory. These spells require an Arcane Connection; but due to the nature of Airy Spirits, this is usually easy to come by. The spell to summon an Airy Spirit requires only Duration Momentary &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, page 29)&#039;&#039;&#039;&#039;&#039;. Some magi have preserved secrets of spirit magic from their non-Hermetic roots; once Initiated into the Mystery of Hermetic Spirit Magic, a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefinitely, or drain a spirit’s essence to empower ritual effects in enchanted devices (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 8: Hermetic Spirit Magic&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Hermetic magic is not so proficient at summoning the Aspect of a Daimon. While all Hermetic magi are capable of inventing a ritual spell to summon a specific Daimon’s Aspect, they can only do so if they have a Laboratory Text or a teacher who already knows the spell. Further, the spell of the non-theurgist must have a base level equal to twice the Daimon’s Might. Non-theurgists generally need to use Wizard’s Communion to achieve sufficient Penetration for such a spell to work. Those who have been Initiated into the Mystery of Hermetic Theurgy can invent these spells without needing a Laboratory Text or a teacher. Further, a Hermetic Theurgist need not have such a powerful initial spell; instead they may repeatedly cast a ritual spell of lower level (and thus higher Penetration) and achieve success through persistence rather than raw power. Hermetic Theurgists may also research and use synthemata to improve Penetration totals (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy&#039;&#039;&#039;&#039;&#039; for more details on the abilities of these magi).&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
The Goetic Arts form the basis of nonHermetic magic used to summon and control spirits from any of the three earthly Realms. There are four Goetic Arts — namely Summoning, Ablating, Binding, and Commanding — all of which are Major Supernatural Virtues and are advanced as Arts. More information may be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal, Chapter 11: Ars Goetia&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Goetic Art of Summoning may be aligned to the Magic, the Faerie, or the Infernal Realm, and is used to call spirits to the sorcerer’s location. The Arts of Ablating, Binding, and Commanding are all aligned to the Infernal realm. The practitioners of these magics need not be evil, but the nature of these Arts taints any work done with them. These Arts steal power from spirits, force them into objects or beings, or demand obedience from the spirit, respectively.&lt;br /&gt;
&lt;br /&gt;
Other traditions of wizards who control spirits may be found in future sourcebooks for &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; Fifth Edition.&lt;br /&gt;
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|-&lt;br /&gt;
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=== Arcane Connections, True Names, and Synthemata ===&lt;br /&gt;
At first glance, spirits would appear to not produce &#039;&#039;&#039;Arcane Connections&#039;&#039;&#039;, having no solid bodies with which to generate them. However, any worldly representation of an Airy Spirit acts as an Arcane Connection to that spirit. For example, a fire acts as an Arcane Connection to the Airy Spirit of that fire. A courting couple may be used as an Arcane Connection to the spirit born of their love, and so forth. The physical location of a genius loci is an Arcane Connection to that spirit, regardless of whether it is a Daimon or Airy Spirit. Spirits using the &#039;&#039;Material Anchor&#039;&#039; power may intentionally form Arcane Connections. The name of an Airy Spirit serves as an Arcane Connection of indefinite duration to that spirit; although the name of a Daimon does not (one must instead research its &#039;&#039;&#039;&#039;&#039;True Name, see below&#039;&#039;&#039;&#039;&#039;). In general, Daimons are more resistant to the formation of Arcane Connections, and they occur in only a few select circumstances, such as with use of the &#039;&#039;Material Anchor&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;True Name&#039;&#039;&#039; is a secret name that is an expression of the spiritual essence of an entity; a special formula of strange incantations and gestures that takes only a few moments to recite, but is difficult to learn. A True Name is an Arcane Connection of indefinite duration, and is often the only Arcane Connections possible to a Daimon. Only creatures with a Might score have a True Name, but not all creatures with a Might score do. All demons, angels, and Daimons have a True Name, as do other intelligent entities with a unique personality; the storyguide is the ultimate arbiter as to which creatures have a True Name and which do not. Each True Name is a spelllike ability recorded as “True Name of (Being)” on the character sheet, and costs 5 experience points to learn. These points can come from Practice, Exposure, or Adventure; or from an Advancement Total dedicated to the appropriate (Realm) Lore. You receive one free experience point in the (Realm) Lore whenever the character learns a True Name completely.&lt;br /&gt;
&lt;br /&gt;
Synthemata are signs, symbols, or passwords that link a magician to a supernatural creature; any being with a Might score has synthemata, regardless of whether they also have a True Name. Theurgic spells include these magical words in the formula of incantation; while granting no actual power, they are necessary for the correct operation of this magic, and remain a secret of the craft. Some magi and hedge wizards have the ability to work the correct synthemata into their magic as an intense and powerful channel to a spirit, so that they may command them through this channel. Virtues to work such magic are described in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, pages 86–88&#039;&#039;&#039;&#039;&#039;. Knowing the True Name of a creature adds 5 to all lab totals to research synthemata for that same being.&lt;br /&gt;
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=== New Spirit Spells and Spell Guidelines ===&lt;br /&gt;
All spells to summon, perceive, or control a spirit must penetrate its Magic Might. The Aspect of a Daimon can be controlled, but Daimons will typically dissolve the Aspect if a magus attempts this.&lt;br /&gt;
&lt;br /&gt;
==== Intellego (Form) ====&lt;br /&gt;
Note: No demons can be detected by these spells.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; border-width: 0 0 0 0;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;1&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 50 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;2&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 40 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;3&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 30 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;4&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 15 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Sense any supernatural creature with a Might associated with the Form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example spell ====&lt;br /&gt;
{{ArsMspell|Perceive the Firewalker&lt;br /&gt;
|InIg&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Per, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|To the eyes of the caster, all creatures with a Might aligned to Ignem (and whose Might is lower than the caster’s Penetration Total) are cast in a red sheen. This spell allows the caster, for example, to distinguish a fire elemental from a normal fire, a Salamander of Virtue from an ordinary lizard, and see spirits of fire that are normally invisible, as well as creatures of other Realms who are associated with fire, other than demons.&lt;br /&gt;
|Base 5, +1 Conc, +4 Vision}}&lt;br /&gt;
==== Rego (Form) ====&lt;br /&gt;
Spells of a specific Form can command any spirit tied to that Form. For example, Ignem can command any fiery spirit. An Arcane Connection is always needed to summon a spirit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of (Form).&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of (Form).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rego Vim ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039; &lt;br /&gt;
| Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of a specific Realm.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of a specific Realm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20368</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20368"/>
		<updated>2025-06-21T14:48:42Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* New Spirit Spells and Spell Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
&lt;br /&gt;
==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
&lt;br /&gt;
Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
&lt;br /&gt;
=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
&lt;br /&gt;
Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
&lt;br /&gt;
==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
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Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
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=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
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==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
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==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
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==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
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== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
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Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
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=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
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Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
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=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
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For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
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=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
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Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
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=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
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Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
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== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
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The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
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The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
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== Spirits and Magic ==&lt;br /&gt;
This section summarizes information from published sources about spirit magic. Hermetic spirit magic and theurgy is detailed in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition (particularly Chapters 4, 8, and 9)&#039;&#039;&#039;&#039;&#039;; whereas nonHermetic summoning and controlling spirits can be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal (particularly Chapter 11)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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=== Spirits and Hermetic Magic ===&lt;br /&gt;
All magi can summon and control Airy Spirits using the Art of Rego as part of standard Hermetic Theory. These spells require an Arcane Connection; but due to the nature of Airy Spirits, this is usually easy to come by. The spell to summon an Airy Spirit requires only Duration Momentary &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, page 29)&#039;&#039;&#039;&#039;&#039;. Some magi have preserved secrets of spirit magic from their non-Hermetic roots; once Initiated into the Mystery of Hermetic Spirit Magic, a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefinitely, or drain a spirit’s essence to empower ritual effects in enchanted devices (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 8: Hermetic Spirit Magic&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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Hermetic magic is not so proficient at summoning the Aspect of a Daimon. While all Hermetic magi are capable of inventing a ritual spell to summon a specific Daimon’s Aspect, they can only do so if they have a Laboratory Text or a teacher who already knows the spell. Further, the spell of the non-theurgist must have a base level equal to twice the Daimon’s Might. Non-theurgists generally need to use Wizard’s Communion to achieve sufficient Penetration for such a spell to work. Those who have been Initiated into the Mystery of Hermetic Theurgy can invent these spells without needing a Laboratory Text or a teacher. Further, a Hermetic Theurgist need not have such a powerful initial spell; instead they may repeatedly cast a ritual spell of lower level (and thus higher Penetration) and achieve success through persistence rather than raw power. Hermetic Theurgists may also research and use synthemata to improve Penetration totals (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy&#039;&#039;&#039;&#039;&#039; for more details on the abilities of these magi).&lt;br /&gt;
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=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
The Goetic Arts form the basis of nonHermetic magic used to summon and control spirits from any of the three earthly Realms. There are four Goetic Arts — namely Summoning, Ablating, Binding, and Commanding — all of which are Major Supernatural Virtues and are advanced as Arts. More information may be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal, Chapter 11: Ars Goetia&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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The Goetic Art of Summoning may be aligned to the Magic, the Faerie, or the Infernal Realm, and is used to call spirits to the sorcerer’s location. The Arts of Ablating, Binding, and Commanding are all aligned to the Infernal realm. The practitioners of these magics need not be evil, but the nature of these Arts taints any work done with them. These Arts steal power from spirits, force them into objects or beings, or demand obedience from the spirit, respectively.&lt;br /&gt;
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Other traditions of wizards who control spirits may be found in future sourcebooks for &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; Fifth Edition.&lt;br /&gt;
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=== Arcane Connections, True Names, and Synthemata ===&lt;br /&gt;
At first glance, spirits would appear to not produce &#039;&#039;&#039;Arcane Connections&#039;&#039;&#039;, having no solid bodies with which to generate them. However, any worldly representation of an Airy Spirit acts as an Arcane Connection to that spirit. For example, a fire acts as an Arcane Connection to the Airy Spirit of that fire. A courting couple may be used as an Arcane Connection to the spirit born of their love, and so forth. The physical location of a genius loci is an Arcane Connection to that spirit, regardless of whether it is a Daimon or Airy Spirit. Spirits using the &#039;&#039;Material Anchor&#039;&#039; power may intentionally form Arcane Connections. The name of an Airy Spirit serves as an Arcane Connection of indefinite duration to that spirit; although the name of a Daimon does not (one must instead research its &#039;&#039;&#039;&#039;&#039;True Name, see below&#039;&#039;&#039;&#039;&#039;). In general, Daimons are more resistant to the formation of Arcane Connections, and they occur in only a few select circumstances, such as with use of the &#039;&#039;Material Anchor&#039;&#039; power.&lt;br /&gt;
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A &#039;&#039;&#039;True Name&#039;&#039;&#039; is a secret name that is an expression of the spiritual essence of an entity; a special formula of strange incantations and gestures that takes only a few moments to recite, but is difficult to learn. A True Name is an Arcane Connection of indefinite duration, and is often the only Arcane Connections possible to a Daimon. Only creatures with a Might score have a True Name, but not all creatures with a Might score do. All demons, angels, and Daimons have a True Name, as do other intelligent entities with a unique personality; the storyguide is the ultimate arbiter as to which creatures have a True Name and which do not. Each True Name is a spelllike ability recorded as “True Name of (Being)” on the character sheet, and costs 5 experience points to learn. These points can come from Practice, Exposure, or Adventure; or from an Advancement Total dedicated to the appropriate (Realm) Lore. You receive one free experience point in the (Realm) Lore whenever the character learns a True Name completely.&lt;br /&gt;
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Synthemata are signs, symbols, or passwords that link a magician to a supernatural creature; any being with a Might score has synthemata, regardless of whether they also have a True Name. Theurgic spells include these magical words in the formula of incantation; while granting no actual power, they are necessary for the correct operation of this magic, and remain a secret of the craft. Some magi and hedge wizards have the ability to work the correct synthemata into their magic as an intense and powerful channel to a spirit, so that they may command them through this channel. Virtues to work such magic are described in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, pages 86–88&#039;&#039;&#039;&#039;&#039;. Knowing the True Name of a creature adds 5 to all lab totals to research synthemata for that same being.&lt;br /&gt;
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=== New Spirit Spells and Spell Guidelines ===&lt;br /&gt;
All spells to summon, perceive, or control a spirit must penetrate its Magic Might. The Aspect of a Daimon can be controlled, but Daimons will typically dissolve the Aspect if a magus attempts this.&lt;br /&gt;
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==== Intellego (Form) ====&lt;br /&gt;
Note: No demons can be detected by these spells.&lt;br /&gt;
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{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; border-width: 0 0 0 0&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;1&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 50 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;2&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 40 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;3&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 30 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;4&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 15 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Sense any supernatural creature with a Might associated with the Form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example spell ====&lt;br /&gt;
{{ArsMspell|Perceive the Firewalker&lt;br /&gt;
|InIg&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Per, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|To the eyes of the caster, all creatures with a Might aligned to Ignem (and whose Might is lower than the caster’s Penetration Total) are cast in a red sheen. This spell allows the caster, for example, to distinguish a fire elemental from a normal fire, a Salamander of Virtue from an ordinary lizard, and see spirits of fire that are normally invisible, as well as creatures of other Realms who are associated with fire, other than demons.&lt;br /&gt;
|Base 5, +1 Conc, +4 Vision}}&lt;br /&gt;
&lt;br /&gt;
==== Rego (Form) ====&lt;br /&gt;
Spells of a specific Form can command any spirit tied to that Form. For example, Ignem can command any fiery spirit. An Arcane Connection is always needed to summon a spirit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of (Form).&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of (Form).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rego Vim ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039; &lt;br /&gt;
| Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of a specific Realm.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of a specific Realm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20367</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20367"/>
		<updated>2025-06-21T14:45:31Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* New Spirit Spells and Spell Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
&lt;br /&gt;
==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
&lt;br /&gt;
Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
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=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
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Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
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==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
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&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
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=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
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==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
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&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
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=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
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==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
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=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
&lt;br /&gt;
==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
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== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
&lt;br /&gt;
=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
&lt;br /&gt;
Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
&lt;br /&gt;
For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
&lt;br /&gt;
=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
&lt;br /&gt;
Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
&lt;br /&gt;
== Spirits and Magic ==&lt;br /&gt;
This section summarizes information from published sources about spirit magic. Hermetic spirit magic and theurgy is detailed in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition (particularly Chapters 4, 8, and 9)&#039;&#039;&#039;&#039;&#039;; whereas nonHermetic summoning and controlling spirits can be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal (particularly Chapter 11)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
All magi can summon and control Airy Spirits using the Art of Rego as part of standard Hermetic Theory. These spells require an Arcane Connection; but due to the nature of Airy Spirits, this is usually easy to come by. The spell to summon an Airy Spirit requires only Duration Momentary &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, page 29)&#039;&#039;&#039;&#039;&#039;. Some magi have preserved secrets of spirit magic from their non-Hermetic roots; once Initiated into the Mystery of Hermetic Spirit Magic, a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefinitely, or drain a spirit’s essence to empower ritual effects in enchanted devices (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 8: Hermetic Spirit Magic&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Hermetic magic is not so proficient at summoning the Aspect of a Daimon. While all Hermetic magi are capable of inventing a ritual spell to summon a specific Daimon’s Aspect, they can only do so if they have a Laboratory Text or a teacher who already knows the spell. Further, the spell of the non-theurgist must have a base level equal to twice the Daimon’s Might. Non-theurgists generally need to use Wizard’s Communion to achieve sufficient Penetration for such a spell to work. Those who have been Initiated into the Mystery of Hermetic Theurgy can invent these spells without needing a Laboratory Text or a teacher. Further, a Hermetic Theurgist need not have such a powerful initial spell; instead they may repeatedly cast a ritual spell of lower level (and thus higher Penetration) and achieve success through persistence rather than raw power. Hermetic Theurgists may also research and use synthemata to improve Penetration totals (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy&#039;&#039;&#039;&#039;&#039; for more details on the abilities of these magi).&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
The Goetic Arts form the basis of nonHermetic magic used to summon and control spirits from any of the three earthly Realms. There are four Goetic Arts — namely Summoning, Ablating, Binding, and Commanding — all of which are Major Supernatural Virtues and are advanced as Arts. More information may be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal, Chapter 11: Ars Goetia&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Goetic Art of Summoning may be aligned to the Magic, the Faerie, or the Infernal Realm, and is used to call spirits to the sorcerer’s location. The Arts of Ablating, Binding, and Commanding are all aligned to the Infernal realm. The practitioners of these magics need not be evil, but the nature of these Arts taints any work done with them. These Arts steal power from spirits, force them into objects or beings, or demand obedience from the spirit, respectively.&lt;br /&gt;
&lt;br /&gt;
Other traditions of wizards who control spirits may be found in future sourcebooks for &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
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=== Arcane Connections, True Names, and Synthemata ===&lt;br /&gt;
At first glance, spirits would appear to not produce &#039;&#039;&#039;Arcane Connections&#039;&#039;&#039;, having no solid bodies with which to generate them. However, any worldly representation of an Airy Spirit acts as an Arcane Connection to that spirit. For example, a fire acts as an Arcane Connection to the Airy Spirit of that fire. A courting couple may be used as an Arcane Connection to the spirit born of their love, and so forth. The physical location of a genius loci is an Arcane Connection to that spirit, regardless of whether it is a Daimon or Airy Spirit. Spirits using the &#039;&#039;Material Anchor&#039;&#039; power may intentionally form Arcane Connections. The name of an Airy Spirit serves as an Arcane Connection of indefinite duration to that spirit; although the name of a Daimon does not (one must instead research its &#039;&#039;&#039;&#039;&#039;True Name, see below&#039;&#039;&#039;&#039;&#039;). In general, Daimons are more resistant to the formation of Arcane Connections, and they occur in only a few select circumstances, such as with use of the &#039;&#039;Material Anchor&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;True Name&#039;&#039;&#039; is a secret name that is an expression of the spiritual essence of an entity; a special formula of strange incantations and gestures that takes only a few moments to recite, but is difficult to learn. A True Name is an Arcane Connection of indefinite duration, and is often the only Arcane Connections possible to a Daimon. Only creatures with a Might score have a True Name, but not all creatures with a Might score do. All demons, angels, and Daimons have a True Name, as do other intelligent entities with a unique personality; the storyguide is the ultimate arbiter as to which creatures have a True Name and which do not. Each True Name is a spelllike ability recorded as “True Name of (Being)” on the character sheet, and costs 5 experience points to learn. These points can come from Practice, Exposure, or Adventure; or from an Advancement Total dedicated to the appropriate (Realm) Lore. You receive one free experience point in the (Realm) Lore whenever the character learns a True Name completely.&lt;br /&gt;
&lt;br /&gt;
Synthemata are signs, symbols, or passwords that link a magician to a supernatural creature; any being with a Might score has synthemata, regardless of whether they also have a True Name. Theurgic spells include these magical words in the formula of incantation; while granting no actual power, they are necessary for the correct operation of this magic, and remain a secret of the craft. Some magi and hedge wizards have the ability to work the correct synthemata into their magic as an intense and powerful channel to a spirit, so that they may command them through this channel. Virtues to work such magic are described in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, pages 86–88&#039;&#039;&#039;&#039;&#039;. Knowing the True Name of a creature adds 5 to all lab totals to research synthemata for that same being.&lt;br /&gt;
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=== New Spirit Spells and Spell Guidelines ===&lt;br /&gt;
All spells to summon, perceive, or control a spirit must penetrate its Magic Might. The Aspect of a Daimon can be controlled, but Daimons will typically dissolve the Aspect if a magus attempts this.&lt;br /&gt;
&lt;br /&gt;
==== Intellego (Form) ====&lt;br /&gt;
Note: No demons can be detected by these spells.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; border-width: 0&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;1&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 50 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;2&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 40 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;3&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 30 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;4&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 15 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Sense any supernatural creature with a Might associated with the Form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example spell ====&lt;br /&gt;
{{ArsMspell|Perceive the Firewalker&lt;br /&gt;
|InIg&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Per, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|To the eyes of the caster, all creatures with a Might aligned to Ignem (and whose Might is lower than the caster’s Penetration Total) are cast in a red sheen. This spell allows the caster, for example, to distinguish a fire elemental from a normal fire, a Salamander of Virtue from an ordinary lizard, and see spirits of fire that are normally invisible, as well as creatures of other Realms who are associated with fire, other than demons.&lt;br /&gt;
|Base 5, +1 Conc, +4 Vision}}&lt;br /&gt;
&lt;br /&gt;
==== Rego (Form) ====&lt;br /&gt;
Spells of a specific Form can command any spirit tied to that Form. For example, Ignem can command any fiery spirit. An Arcane Connection is always needed to summon a spirit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of (Form).&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of (Form).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rego Vim ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039; &lt;br /&gt;
| Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of a specific Realm.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of a specific Realm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20366</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20366"/>
		<updated>2025-06-21T14:42:04Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* New Spirit Spells and Spell Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
&lt;br /&gt;
==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
&lt;br /&gt;
Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
&lt;br /&gt;
=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
&lt;br /&gt;
Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
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==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
&lt;br /&gt;
==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
&lt;br /&gt;
=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
&lt;br /&gt;
==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
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== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
&lt;br /&gt;
=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
&lt;br /&gt;
Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
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=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
&lt;br /&gt;
For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
&lt;br /&gt;
=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
&lt;br /&gt;
Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
&lt;br /&gt;
== Spirits and Magic ==&lt;br /&gt;
This section summarizes information from published sources about spirit magic. Hermetic spirit magic and theurgy is detailed in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition (particularly Chapters 4, 8, and 9)&#039;&#039;&#039;&#039;&#039;; whereas nonHermetic summoning and controlling spirits can be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal (particularly Chapter 11)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
All magi can summon and control Airy Spirits using the Art of Rego as part of standard Hermetic Theory. These spells require an Arcane Connection; but due to the nature of Airy Spirits, this is usually easy to come by. The spell to summon an Airy Spirit requires only Duration Momentary &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, page 29)&#039;&#039;&#039;&#039;&#039;. Some magi have preserved secrets of spirit magic from their non-Hermetic roots; once Initiated into the Mystery of Hermetic Spirit Magic, a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefinitely, or drain a spirit’s essence to empower ritual effects in enchanted devices (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 8: Hermetic Spirit Magic&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Hermetic magic is not so proficient at summoning the Aspect of a Daimon. While all Hermetic magi are capable of inventing a ritual spell to summon a specific Daimon’s Aspect, they can only do so if they have a Laboratory Text or a teacher who already knows the spell. Further, the spell of the non-theurgist must have a base level equal to twice the Daimon’s Might. Non-theurgists generally need to use Wizard’s Communion to achieve sufficient Penetration for such a spell to work. Those who have been Initiated into the Mystery of Hermetic Theurgy can invent these spells without needing a Laboratory Text or a teacher. Further, a Hermetic Theurgist need not have such a powerful initial spell; instead they may repeatedly cast a ritual spell of lower level (and thus higher Penetration) and achieve success through persistence rather than raw power. Hermetic Theurgists may also research and use synthemata to improve Penetration totals (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy&#039;&#039;&#039;&#039;&#039; for more details on the abilities of these magi).&lt;br /&gt;
&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
The Goetic Arts form the basis of nonHermetic magic used to summon and control spirits from any of the three earthly Realms. There are four Goetic Arts — namely Summoning, Ablating, Binding, and Commanding — all of which are Major Supernatural Virtues and are advanced as Arts. More information may be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal, Chapter 11: Ars Goetia&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Goetic Art of Summoning may be aligned to the Magic, the Faerie, or the Infernal Realm, and is used to call spirits to the sorcerer’s location. The Arts of Ablating, Binding, and Commanding are all aligned to the Infernal realm. The practitioners of these magics need not be evil, but the nature of these Arts taints any work done with them. These Arts steal power from spirits, force them into objects or beings, or demand obedience from the spirit, respectively.&lt;br /&gt;
&lt;br /&gt;
Other traditions of wizards who control spirits may be found in future sourcebooks for &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
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|-&lt;br /&gt;
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=== Arcane Connections, True Names, and Synthemata ===&lt;br /&gt;
At first glance, spirits would appear to not produce &#039;&#039;&#039;Arcane Connections&#039;&#039;&#039;, having no solid bodies with which to generate them. However, any worldly representation of an Airy Spirit acts as an Arcane Connection to that spirit. For example, a fire acts as an Arcane Connection to the Airy Spirit of that fire. A courting couple may be used as an Arcane Connection to the spirit born of their love, and so forth. The physical location of a genius loci is an Arcane Connection to that spirit, regardless of whether it is a Daimon or Airy Spirit. Spirits using the &#039;&#039;Material Anchor&#039;&#039; power may intentionally form Arcane Connections. The name of an Airy Spirit serves as an Arcane Connection of indefinite duration to that spirit; although the name of a Daimon does not (one must instead research its &#039;&#039;&#039;&#039;&#039;True Name, see below&#039;&#039;&#039;&#039;&#039;). In general, Daimons are more resistant to the formation of Arcane Connections, and they occur in only a few select circumstances, such as with use of the &#039;&#039;Material Anchor&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;True Name&#039;&#039;&#039; is a secret name that is an expression of the spiritual essence of an entity; a special formula of strange incantations and gestures that takes only a few moments to recite, but is difficult to learn. A True Name is an Arcane Connection of indefinite duration, and is often the only Arcane Connections possible to a Daimon. Only creatures with a Might score have a True Name, but not all creatures with a Might score do. All demons, angels, and Daimons have a True Name, as do other intelligent entities with a unique personality; the storyguide is the ultimate arbiter as to which creatures have a True Name and which do not. Each True Name is a spelllike ability recorded as “True Name of (Being)” on the character sheet, and costs 5 experience points to learn. These points can come from Practice, Exposure, or Adventure; or from an Advancement Total dedicated to the appropriate (Realm) Lore. You receive one free experience point in the (Realm) Lore whenever the character learns a True Name completely.&lt;br /&gt;
&lt;br /&gt;
Synthemata are signs, symbols, or passwords that link a magician to a supernatural creature; any being with a Might score has synthemata, regardless of whether they also have a True Name. Theurgic spells include these magical words in the formula of incantation; while granting no actual power, they are necessary for the correct operation of this magic, and remain a secret of the craft. Some magi and hedge wizards have the ability to work the correct synthemata into their magic as an intense and powerful channel to a spirit, so that they may command them through this channel. Virtues to work such magic are described in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, pages 86–88&#039;&#039;&#039;&#039;&#039;. Knowing the True Name of a creature adds 5 to all lab totals to research synthemata for that same being.&lt;br /&gt;
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=== New Spirit Spells and Spell Guidelines ===&lt;br /&gt;
All spells to summon, perceive, or control a spirit must penetrate its Magic Might. The Aspect of a Daimon can be controlled, but Daimons will typically dissolve the Aspect if a magus attempts this.&lt;br /&gt;
&lt;br /&gt;
==== Intellego (Form) ====&lt;br /&gt;
Note: No demons can be detected by these spells.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;1&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 50 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;2&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 40 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;3&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 30 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;4&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 15 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Sense any supernatural creature with a Might associated with the Form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example spell ====&lt;br /&gt;
{{ArsMspell|Perceive the Firewalker&lt;br /&gt;
|InIg&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Per, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|To the eyes of the caster, all creatures with a Might aligned to Ignem (and whose Might is lower than the caster’s Penetration Total) are cast in a red sheen. This spell allows the caster, for example, to distinguish a fire elemental from a normal fire, a Salamander of Virtue from an ordinary lizard, and see spirits of fire that are normally invisible, as well as creatures of other Realms who are associated with fire, other than demons.&lt;br /&gt;
|Base 5, +1 Conc, +4 Vision}}&lt;br /&gt;
&lt;br /&gt;
==== Rego (Form) ====&lt;br /&gt;
Spells of a specific Form can command any spirit tied to that Form. For example, Ignem can command any fiery spirit. An Arcane Connection is always needed to summon a spirit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of (Form).&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of (Form).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rego Vim ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039; &lt;br /&gt;
| Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of a specific Realm.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of a specific Realm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20365</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20365"/>
		<updated>2025-06-21T14:41:36Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Spirits and Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
&lt;br /&gt;
==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
&lt;br /&gt;
Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
&lt;br /&gt;
=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
&lt;br /&gt;
Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
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=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
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==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
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=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
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==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
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== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
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=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
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Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
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=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
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Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
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For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
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=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
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Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
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=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
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Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
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== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
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The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
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The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
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== Spirits and Magic ==&lt;br /&gt;
This section summarizes information from published sources about spirit magic. Hermetic spirit magic and theurgy is detailed in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition (particularly Chapters 4, 8, and 9)&#039;&#039;&#039;&#039;&#039;; whereas nonHermetic summoning and controlling spirits can be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal (particularly Chapter 11)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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=== Spirits and Hermetic Magic ===&lt;br /&gt;
All magi can summon and control Airy Spirits using the Art of Rego as part of standard Hermetic Theory. These spells require an Arcane Connection; but due to the nature of Airy Spirits, this is usually easy to come by. The spell to summon an Airy Spirit requires only Duration Momentary &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, page 29)&#039;&#039;&#039;&#039;&#039;. Some magi have preserved secrets of spirit magic from their non-Hermetic roots; once Initiated into the Mystery of Hermetic Spirit Magic, a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefinitely, or drain a spirit’s essence to empower ritual effects in enchanted devices (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 8: Hermetic Spirit Magic&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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Hermetic magic is not so proficient at summoning the Aspect of a Daimon. While all Hermetic magi are capable of inventing a ritual spell to summon a specific Daimon’s Aspect, they can only do so if they have a Laboratory Text or a teacher who already knows the spell. Further, the spell of the non-theurgist must have a base level equal to twice the Daimon’s Might. Non-theurgists generally need to use Wizard’s Communion to achieve sufficient Penetration for such a spell to work. Those who have been Initiated into the Mystery of Hermetic Theurgy can invent these spells without needing a Laboratory Text or a teacher. Further, a Hermetic Theurgist need not have such a powerful initial spell; instead they may repeatedly cast a ritual spell of lower level (and thus higher Penetration) and achieve success through persistence rather than raw power. Hermetic Theurgists may also research and use synthemata to improve Penetration totals (see &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy&#039;&#039;&#039;&#039;&#039; for more details on the abilities of these magi).&lt;br /&gt;
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=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
The Goetic Arts form the basis of nonHermetic magic used to summon and control spirits from any of the three earthly Realms. There are four Goetic Arts — namely Summoning, Ablating, Binding, and Commanding — all of which are Major Supernatural Virtues and are advanced as Arts. More information may be found in &#039;&#039;&#039;&#039;&#039;Realms of Power: The Infernal, Chapter 11: Ars Goetia&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Goetic Art of Summoning may be aligned to the Magic, the Faerie, or the Infernal Realm, and is used to call spirits to the sorcerer’s location. The Arts of Ablating, Binding, and Commanding are all aligned to the Infernal realm. The practitioners of these magics need not be evil, but the nature of these Arts taints any work done with them. These Arts steal power from spirits, force them into objects or beings, or demand obedience from the spirit, respectively.&lt;br /&gt;
&lt;br /&gt;
Other traditions of wizards who control spirits may be found in future sourcebooks for &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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=== Arcane Connections, True Names, and Synthemata ===&lt;br /&gt;
At first glance, spirits would appear to not produce &#039;&#039;&#039;Arcane Connections&#039;&#039;&#039;, having no solid bodies with which to generate them. However, any worldly representation of an Airy Spirit acts as an Arcane Connection to that spirit. For example, a fire acts as an Arcane Connection to the Airy Spirit of that fire. A courting couple may be used as an Arcane Connection to the spirit born of their love, and so forth. The physical location of a genius loci is an Arcane Connection to that spirit, regardless of whether it is a Daimon or Airy Spirit. Spirits using the &#039;&#039;Material Anchor&#039;&#039; power may intentionally form Arcane Connections. The name of an Airy Spirit serves as an Arcane Connection of indefinite duration to that spirit; although the name of a Daimon does not (one must instead research its &#039;&#039;&#039;&#039;&#039;True Name, see below&#039;&#039;&#039;&#039;&#039;). In general, Daimons are more resistant to the formation of Arcane Connections, and they occur in only a few select circumstances, such as with use of the &#039;&#039;Material Anchor&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;True Name&#039;&#039;&#039; is a secret name that is an expression of the spiritual essence of an entity; a special formula of strange incantations and gestures that takes only a few moments to recite, but is difficult to learn. A True Name is an Arcane Connection of indefinite duration, and is often the only Arcane Connections possible to a Daimon. Only creatures with a Might score have a True Name, but not all creatures with a Might score do. All demons, angels, and Daimons have a True Name, as do other intelligent entities with a unique personality; the storyguide is the ultimate arbiter as to which creatures have a True Name and which do not. Each True Name is a spelllike ability recorded as “True Name of (Being)” on the character sheet, and costs 5 experience points to learn. These points can come from Practice, Exposure, or Adventure; or from an Advancement Total dedicated to the appropriate (Realm) Lore. You receive one free experience point in the (Realm) Lore whenever the character learns a True Name completely.&lt;br /&gt;
&lt;br /&gt;
Synthemata are signs, symbols, or passwords that link a magician to a supernatural creature; any being with a Might score has synthemata, regardless of whether they also have a True Name. Theurgic spells include these magical words in the formula of incantation; while granting no actual power, they are necessary for the correct operation of this magic, and remain a secret of the craft. Some magi and hedge wizards have the ability to work the correct synthemata into their magic as an intense and powerful channel to a spirit, so that they may command them through this channel. Virtues to work such magic are described in &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, pages 86–88&#039;&#039;&#039;&#039;&#039;. Knowing the True Name of a creature adds 5 to all lab totals to research synthemata for that same being.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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=== New Spirit Spells and Spell Guidelines ===&lt;br /&gt;
All spells to summon, perceive, or control a spirit must penetrate its Magic Might. The Aspect of a Daimon can be controlled, but Daimons will typically dissolve the Aspect if a magus attempts this.&lt;br /&gt;
&lt;br /&gt;
==== Intellego (Form) ====&lt;br /&gt;
Note: No demons can be detected by these spells.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;1&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 50 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;2&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 40 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;3&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 30 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;4&#039;&#039;&#039; &lt;br /&gt;
| Sense a supernatural creature of Might 15 or above with a Might associated with the Form.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Sense any supernatural creature with a Might associated with the Form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example spell ====&lt;br /&gt;
{{ArsMspell|Perceive the Firewalker&lt;br /&gt;
|InIg&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Per, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|To the eyes of the caster, all creatures with a Might aligned to Ignem (and whose Might is lower than the caster’s Penetration Total) are cast in a red sheen. This spell allows the caster, for example, to distinguish a fire elemental from a normal fire, a Salamander of Virtue from an ordinary lizard, and see spirits of fire that are normally invisible, as well as creatures of other Realms who are associated with fire, other than demons.&lt;br /&gt;
|Base 5, +1 Conc, +4 Vision}}&lt;br /&gt;
&lt;br /&gt;
==== Rego (Form) ====&lt;br /&gt;
Spells of a specific Form can command any spirit tied to that Form. For example, Ignem can command any fiery spirit. An Arcane Connection is always needed to summon a spirit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of (Form).&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of (Form).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rego Vim ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039; &lt;br /&gt;
| Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;5&#039;&#039;&#039; &lt;br /&gt;
| Control an Airy Spirit of a specific Realm.&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Level&amp;amp;nbsp;15&#039;&#039;&#039; &lt;br /&gt;
| Summon an Airy Spirit of a specific Realm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20364</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20364"/>
		<updated>2025-06-21T14:07:19Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Primal Spirits */ Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
&lt;br /&gt;
==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
&lt;br /&gt;
Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
&lt;br /&gt;
=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
&lt;br /&gt;
Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
&lt;br /&gt;
==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
&lt;br /&gt;
=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
&lt;br /&gt;
==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
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== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
&lt;br /&gt;
=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
&lt;br /&gt;
Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
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=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
&lt;br /&gt;
For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
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=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
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Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
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== Primal Spirits ==&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: Kosmokrators 50 – 75 (usually Vim); Protogonoi 75 – 100 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any, perhaps all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Protogonoi&#039;&#039;&#039; are the most primeval of all spirits, governing immense concepts such as sky, the waters, love, the abyss, and earth. They are said to be echoes from the Words of Creation, pure spiritual reflections of the newly created world, stored in the timeless record of the Magic Realm and made manifest of spirit. These are the mightiest creatures of magic, and have the least interest or involvement in the lives of mortals. No sorcerer has ever succeeded in summoning or channeling any of these “First-Born.”&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kosmokrators&#039;&#039;&#039; are the governors of the Magic Realm, the active counterparts to the passive Protogonoi; for example, the dominance of the Protogonos of Day passes to the Protogonos of Night under the auspices of a Kosmokrator of Time. While these entities may be considered spirits, their powers are so vast that they transcend categorization. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Greeks; Jotnar by the Norse; Fomoire by the Celts (see &#039;&#039;&#039;&#039;&#039;Chapter 5: Magic Humans, Giants&#039;&#039;&#039;&#039;&#039;). Theurgical legends state that the Kosmokrators were deposed by the Faerie gods and imprisoned (see Genii, Gods, and Worship, above), and now their power is channeled by the upstarts who suborned their thrones. There are some brave (and powerful) magicians who have managed to contact these spirits in whatever underworld they now inhabit, and have found them eager to escape their imprisonment and once more walk upon the earth. Some of these spirits claim to have made the world and all within it, although few place any credence in such tales.&lt;br /&gt;
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== Spirits and Magic ==&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20363</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20363"/>
		<updated>2025-06-21T14:02:44Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* The Named Spirits */ Creation&lt;/p&gt;
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&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
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The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
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=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
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&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
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A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
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As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
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==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
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Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
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==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
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==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
&lt;br /&gt;
Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
&lt;br /&gt;
=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
&lt;br /&gt;
The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
&lt;br /&gt;
Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
&lt;br /&gt;
==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
&lt;br /&gt;
=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
&lt;br /&gt;
==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Named Spirits ==&lt;br /&gt;
The Named Spirits are all those genii who possess the Daimon Virtue; they are considered to be of a different class than the Airy Spirits. Daimons draw power from their True Names (see below, Arcane Connections, True Names and Synthemata), and interact with the mundane world through Aspects. All the game statistics for spirits in this section represent Aspects rather than the Daimon itself, which usually has a much higher Might.&lt;br /&gt;
&lt;br /&gt;
Daimons dwell within the Magic Realm, and only send Aspects of themselves to earth. Each Daimon is the spiritual reflection of an aspect of the mundane world, as it appears in the Magic Realm. For example, the Daimon of a specific river resides in the Magic Realm, mostly partaking in its Aquam aspect, but also involving elements of Animal (the animals that live within it), Herbam (the plants that grow in it), and Terram (the river banks and river bottom). As a whole, the Daimon is the most perfect reflection of the mundane collection of elements that is called a river. An Aspect of the Daimon may be manifest within the mundane river itself, to reinforce the connection.&lt;br /&gt;
&lt;br /&gt;
Each Aspect of a Daimon should be created as if it were an independent spirit. It has its own Might score (which can be up to or equal to the Daimon’s Might score), and its own Virtues and Flaws, Magical Qualities and Inferiorities, and Abilities.&lt;br /&gt;
&lt;br /&gt;
=== Theoi ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 30 – 50 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Any&lt;br /&gt;
The Theoi (“gods” in Greek) is an informal title given to the most powerful of the Daimons. This group were rarely included in the most popular deities of a pantheon; instead they performed auxiliary roles as aspects of nature, dispensers of justice, and embodiments of cultural aspects. They were always distant from both the Faerie gods and humankind. Fundamentally, spirits of Magic do not care whether they have worshipers or not, and so they were rarely at the center of a pagan cult. For example, the myths of Ancient Greece are poorly remembered in Mythic Europe, but most scholars have basic familiarity with the major characters. However, it is minor characters such as Helios, Prometheus, and Pallas who fill the ranks of the Theoi; not Zeus or his siblings and children. Also among the Theoi are those spirits who have attracted a cult because they represent an ideal; some Flambeau magi consider Mithras, the warrior god of the Roman legions, to be a Theos representing honor and loyalty, the perfect soldier.&lt;br /&gt;
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==== Genii, Gods, and Worship ====&lt;br /&gt;
The majority of gods are Faerie powers, not Magical ones. Some faeries actively crave human adoration; their entire existence may well depend upon it. This intense fascination with the mortal world makes them far more likely to be at the center of a pagan cult, either past or present. Some theurgists claim that Magical spirits control the cosmos, ordering and running it according to Divine plan. It’s said that long ago some of these spirits — the first faeries — found that the worship of mankind could give them power beyond their allotted span, and they became the first gods. In a conflict called the Titanomachia (“War of the Titans”), the Faerie gods staged a coup and ousted the uncaring and aloof spirits of Magic from the thrones of the world. Zeus and his brothers bound the Titans in the underworld; Odin and his brothers formed the habitable world from the bodies of the slain Jotnar; and the Children of Danu drove the Fomoire to the underworld beyond the Ninth Wave. The governance of creation still flowed through the imprisoned spirits, but it was directed by the new gods who used it to the benefit of their worshipers.&lt;br /&gt;
&lt;br /&gt;
Despite the Titanomachia, some Daimons have had mortal cults or religions, and some of these even persist in Mythic Europe. Genii are indifferent to man; if a human discovers a spirit and offers it worship, the spirit will rarely care enough to refuse. Over time, it may even see the benefit of having a mortal cult and offer advantages to its most devoted followers, starting a religion. The major benefit of worshipers, at least for the lower classes of spirits, is that human devotion can provide them a name, elevating them to the status of a Daimon. The formation of a new cult to a Magical spirit is unusual these days, with the Dominion spread as it has over the face of the earth, but it is not unknown. Note that as well as Faerie and Magic pagan gods, there are also demons who pose as gods to corrupt their followers through idolatry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Astra Planeta ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 40 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Eidolon; Guide; Material Anchor; Sight Beyond Sight; multiple versions of Master of (Form).&lt;br /&gt;
&lt;br /&gt;
Among the most powerful of the Named Spirits are the Astra Planeta, or the planetary spirits. The celestial spheres that bear the seven planets are linked to the Realm of Magic through these spirits, although everything beyond the sphere of fixed stars is purely Divine. These seven spirits rule not only the physical planets themselves and their motions, but also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science of astrology from Ancient Babylon, but they are also well known to the wizards who dwell in Arab lands. The seven Astra Planeta are:&lt;br /&gt;
* &#039;&#039;&#039;Selene or Al-Qamar (the moon)&#039;&#039;&#039;: Rules commoners, fertility, fruitfulness, rainfall, sailors, witchcraft, and feminine energy.&lt;br /&gt;
* &#039;&#039;&#039;Helios or Al-Shams (the sun)&#039;&#039;&#039;: Rules over droughts, fathers, life-giving healing, masculine energy, heat, and royalty.&lt;br /&gt;
* &#039;&#039;&#039;Stilbon or ‘Utarid (Mercury)&#039;&#039;&#039;: Rules over falsehoods, gardens, scribes, small animals, knowledge, travelers, and stories.&lt;br /&gt;
* &#039;&#039;&#039;Eosophoros or Al-Zuhara (Venus)&#039;&#039;&#039;: Rules over amusement, chivalry, dances, jewels, poets, and romance.&lt;br /&gt;
* &#039;&#039;&#039;Pyroeis or Al-Mirrikh (Mars)&#039;&#039;&#039;: Rules accidents, dangerous animals, monsters, swords and armor, hunting, fire, and war.&lt;br /&gt;
* &#039;&#039;&#039;Phaethon or Al-Mushtari (Jupiter)&#039;&#039;&#039;: Rules clergy, monasteries, law, pilgrimage, science, and treasure.&lt;br /&gt;
* &#039;&#039;&#039;Phainon or Zuhal (Saturn)&#039;&#039;&#039;: Rules darkness, death, enemies, loss, outlaws, secrecy, prisons, and sorrow.&lt;br /&gt;
&lt;br /&gt;
For more correspondences for the planets, and the sort of powers they might grant mankind, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition, page 57&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Interplanetary Magic ====&lt;br /&gt;
It is rumored among theurgists that during particularly fortuitous celestial conjunctions when a given planet is in ascendance, then an Aspect of the corresponding spirit can perform feats of magic with power matched only by that of the Divine. They believe that the Astra Planeta form a bridge between the material world and the celestial bodies across the Limit of the Lunar Sphere. At such times, it is said, Helios could bring the dead back to life, or Pyroeis could rain down Parma-shredding fire. Tales are told that Islamic sorcerers have used such powers against Hermetic magi in the past, and the fear that they will do so again has left the Order suing for peace with these wizards.&lt;br /&gt;
&lt;br /&gt;
=== The Leti ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 20 – 30&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Mastery of Pain, Material Anchor, Ruler of Flesh, Sight Beyond Sight, Touch of Death (As &#039;&#039;Clenching Grasp of the Crushed Heart&#039;&#039;, but R: Touch, costs 6 Might)&lt;br /&gt;
A Letum is a spirit of death, and they come in a number of varieties, each with its eponymous leader. The Keres (lead by Ker) are the spirits of violent death, personifying death in battle or by accident. The Thanatoi (lead by Thanatos) represent a peaceful death, whose touch is gentle. The Akylides (lead by Akhlys) are the dismal green daughters of poison and disease, and the Moroi (lead by Moros) lead the doomed to their fated demise. To those who can see one, a Letum appears as a winged human entwined with serpents; the violent ones are blooded and hideous with the feet of raptors, whereas the Thanatoi and Moroi are usually pleasant in appearance but with mournful faces.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous among the Leti are the Erinnyes, chthonic spirits who avenge crimes against the natural and moral order with a vengeful death. These spirits use the Material Anchor power to mark their prey, then hound and torment them with their other powers before ensuring an unpleasant death.&lt;br /&gt;
&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
Teletarch, or “Master of Perfection” is a catch-all term used by theurgists to describe powerful embodiments of a concept or phenomenon, but they are not “gods.” Some Teletarchs were once Airy Spirits (or even humans) who earned a Name and became elevated to this lofty status within the Magic Realm. Others are dread concepts that man has always known about, but avoided so as not to attract their attention.&lt;br /&gt;
&lt;br /&gt;
Some Daimons were once human. An animus may become a Daimon through a process called &#039;&#039;&#039;apotheosis&#039;&#039;&#039;; and many mystery cults have as their ultimate goal the elevation of a being to this state of near-godhood. For more information about such Daimons and their cultic practices, see &#039;&#039;&#039;&#039;&#039;The Mysteries, Revised Edition&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ghosts are another example of spiritual beings who were once human. Strictly speaking, ghosts and other transformed humans are not Daimons unless they have undergone apotheosis, but neither are they Airy Spirits, for they bear unique identities. For more information on these beings, see Ghosts, later in this chapter.&lt;br /&gt;
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=== Story Seed: A Faerie Apotheosis ===&lt;br /&gt;
Ledea of House Merinita started a healing cult around the spring of an Airy Spirit, and has already gathered a number of devotees, mainly midwifes and expectant mothers. The spirit has since become a Daimon through this cult, and now enjoys the service that her followers offer her. However, the local clergy object to the rise of paganism among the women of the region; this too is at the instigation of Ledea. She hopes that if the Church starts to burn “witches,” the spirit might start to care enough about its devotees to intervene, which Ledea believes might precipitate a conversion of the Magical spirit into a Faerie being. Servants of the characters could become victims of Ledea’s machinations, or they might be left with clearing up the pieces when her plan comes to fruition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Spirits ==&lt;br /&gt;
== Spirits and Magic ==&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20362</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20362"/>
		<updated>2025-06-21T13:43:47Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Airy Spirits */ Filling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
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The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
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=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
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Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
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&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
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==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
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A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
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As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
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==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
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Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
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==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
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The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
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The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
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==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
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This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
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An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
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== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
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{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
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A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
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{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
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{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
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{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
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{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
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{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
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{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
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{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
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== Airy Spirits ==&lt;br /&gt;
The Airy Spirits are native to the material world, unlike the Daimons that reside in the Magic Realm. While they can be conceivably found anywhere, in a Magic aura the air swarms with these spirits (thus their name), but since they have little interest in the doings of material beings, their presence usually goes unnoticed. In a Magic aura or a regio, an Airy Spirit might be present in any or every object, much as angels are responsible for the minutiae of things in the Dominion &#039;&#039;&#039;&#039;&#039;(see Realms of Power: the Divine, page 21, Angelic Minutiae)&#039;&#039;&#039;&#039;&#039;. They may be responsible for the effects that such places have on humans: the intensity of colors, the perfusion of a particular emotion, and the intensification of experience in general. The Airy Spirits are individually unable to cause these effects (many have a Might of less than 5), and often go unnoticed due to their inability to impinge on the material world without expending their power. Nevertheless, their presence can be felt in an undefinable way, and contribute to the sense of wonder engendered by the Realm of Magic.&lt;br /&gt;
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Some scholars contend that the act of summoning an Airy Spirit is tantamount to the creation of that spirit, and that it did not exist before the summons. The contrary argument to this is that Airy Spirits are naturallyoccurring spiritual embodiments of material things. Naturally, it is impossible to demonstrate the truth of either position, for the very act of perceiving a spirit under the second view would create it under the first view.&lt;br /&gt;
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=== Florae and Fauni ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (Herbam or Animal)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Donning the Corporeal Veil; Guide; Manifestation; Master of (Form).&lt;br /&gt;
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The Airy Spirits that attend living beings are called fauni (for creatures, singular faunus) or florae (for plants, singular flora). Fauni are occasionally called satyroi (which confuses them with a type of faerie), and most often appear to those with Second Sight as male animals or hybrids of animal and man. The florae are also called nymphae (again, a name also used for certain faeries), and appear in female form with clearly vegetative features. These shapes are just mirrors of the observer, so a male observer might see a flora as a feminine version of his own face, whereas a faunus would appear as an animalistic version of himself.&lt;br /&gt;
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Each represents an individual living being; thus it might be the spirit of a singular tree in a forest, an individual stag, or even a specific pack of wolves. The purpose or functioning of these spirits — if indeed they exist prior to being detected by magic — is unknown. It is possible that every living creature has such a spirit within it, and some believe that these spirits fulfill the function of the animus within these beings. Most fauni and florae possess Cunning rather than Intelligence.&lt;br /&gt;
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==== The Flora of Bulrush ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 5 (Herbam)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Cun 0, Per +2, Pre +2, Com +2, Str –1, Sta –1, Dex +2, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Puissant Swim, Gossip&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Focus Power (Master of Water); Improved Characteristics, Lesser Power (Eidolon)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +3, Curious +2, Bulrush +3*&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Charm 1 (swimmers), Local Area Lore 4 (river), Magic Lore 2 (water spirits), Swim 4+2 (close to shore)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eidolon&#039;&#039;, 2 points, Init 0, Imaginem: See Common Powers, above.&lt;br /&gt;
** &#039;&#039;Master of Water&#039;&#039;, 1 point, Init +3, Aquam: duplicates any non-Ritual Perdo or Muto Aquam of 5th level or below, at a cost of 1 Might point. PeAq or MuAq 5: Focus Power (5 levels, +4 Init)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 1 pawn of Herbam, in the head of the bulrush it inhabited&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; To those who can see it, this spirit appears as a young naked girl paddling in a stream, her hair piled high on top of her head like the distinctive head of a bulrush.&lt;br /&gt;
This spirit can be found near the river’s edge, close to the rushes that gave her birth. She is a playful creature, and uses her power to make minor changes to the flow of the river around her home.&lt;br /&gt;
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=== Spirits of the Elements ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 25 (appropriate elemental Form)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of (Form), Donning the Corporeal Form, Ruler of (Form).&lt;br /&gt;
Often confused with elementals &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Elementals)&#039;&#039;&#039;&#039;&#039;, the spirits of the elements represent specific individual non-living objects. Thus the hearth fire of a great hall might have its own spirit, as might the flagstones, the water in the well, and so forth. A spirit of an element can be present in any matter that is still in its natural form: dressed stone will still possess a spirit, but metal that has been extracted from ore and formed into a ring will not. Further, a spirit of an element resides in a single individual object: a wall does not have a spirit, but each individual stone might. Spirits of the elements are therefore much more common than elementals, for they do not require the same purity of raw matter.&lt;br /&gt;
&lt;br /&gt;
The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A magus can use a spell that allows him to talk to a physical object (such as &#039;&#039;Stone Tell of the Mind That Sits&#039;&#039;) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Terram&#039;&#039;&#039; make up the bulk of these spirits; they are usually interested in hardness, rigidity, and permanence. They easily ignore soft, impermanent things like humans, but will take careful notice of the exact composition and form of their arms and armor.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Aquam&#039;&#039;&#039; are interested in the coagulation and mixing of individual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not recognize that it is made of different individuals.&lt;br /&gt;
&lt;br /&gt;
Spirits tied to the &#039;&#039;&#039;Art of Auram&#039;&#039;&#039; are concerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-once-a-puppy-but-is-not-yet-worm-food.”&lt;br /&gt;
&lt;br /&gt;
Spirits associated with the &#039;&#039;&#039;Art of Ignem&#039;&#039;&#039; are interested in separation and the maintenance of individual identity. They are good at recognizing specific individual objects that might appear identical to a person, and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.&lt;br /&gt;
&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 1 – 20 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Crafter of Images, Mastery of (particular species), Ruler of Images&lt;br /&gt;
These unusual spirits (singular imago, meaning “semblance”) are the embodiments of the sensory species. Thus, the species of vision produce a spirit of the redness of an apple, a spirit of the shine of polished silver, and so forth. The species of hearing have imagines for each individual musical note, as well as spirits of more general sounds such as howling or crashing. The spirits of taste represent sweetness, saltiness, sourness, meatiness, and the like. There are spirits for each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such as knobbly, furry, and sharp. The weakest of these spirits represents a specific incidence of a species, whereas those of Might 10 or more represent more-general qualities. Depending upon one’s point of view, Airy Spirits may be created every time a sensory species comes into existence (and likewise destroyed when the species does), or they may be attracted to the presence of such species.&lt;br /&gt;
&lt;br /&gt;
Spirits of sensation commonly have a Power that replicates a specific effect representing their particular sensory species: a spirit of the smell of rotting flesh might duplicate Stench of Twenty Corpses, for example.&lt;br /&gt;
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==== Zwergenstimme Imago ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 15 (Imaginem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per 0, Pre –1, Com +4, Str 0, Sta –1, Dex 0, Qik +3&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Great Communication, Improved Characteristics, Sharp Ears&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Presence), Focus Power (Ghost Touch), Focus Power (Master of Sound), Greater Power (Bring Down the Roof)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Mischievous +3, Echo +3*&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Murderous 1 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Thrown Rock&#039;&#039;: Init +3, Attack +4, Defense n/a, Damage +5&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Awareness 4 (sounds), Folk Ken 1 (fear), Guile 1 (mimicry), Music 2 (echoes), Thrown Weapon 4 (rocks)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Master of Sound&#039;&#039;, variable points, Init +5 – Might cost, Imaginem: the spirit can duplicate any non-Ritual spell involving sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: Focus Power (15 levels, +2 Init)&lt;br /&gt;
** &#039;&#039;Bring Down the Roof&#039;&#039;, 2 points, Init +3, Terram: the Zwergenstimme can cause the roof of a cave to collapse, crushing any within it. This causes +20 damage, and seals the exit from the cave. PeTe 20 (base 3, +1 Touch, +2 Room, +2 Size): Greater Power (20 levels, –2 Might cost, +4 Init)&lt;br /&gt;
** &#039;&#039;Presence&#039;&#039;, 0 points, constant, Imaginem: see above for the power description. The echo spirit can haunt a series of caves (constituting a Structure). See Common Powers for more details.&lt;br /&gt;
** &#039;&#039;Ghost Touch&#039;&#039;, variable cost, Init +3 – Might points spent, Terram: the spirit can hurl rocks at enemies. It uses the combat scores listed above, but each attack costs 1 Might point. See Common Powers of Spirits for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 3 pawns of Imaginem, as an immaterial echo&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; An echo. This spirit appears only as auditory species to those with Second Sight&lt;br /&gt;
This spirit of an echo lurks in caves or ravines. Its name literally means “dwarf voice” in German, and these spirits have been known to mislead lost humans by “playing” with them. The spirit certainly has no intent to harm; it doesn’t even understand what harm is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 30 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession, Mastery of (specific emotion)&lt;br /&gt;
Humans who come into contact with strong magic sometimes unconsciously create spirits that embody their emotions or memories. Some magi have discovered that a person who is experiencing a strong emotion, or else has a strong memory of emotional importance to them, can serve as an Arcane Connection to an eidolon of that emotion, which can be used to summon that spirit to the service of the magus &#039;&#039;&#039;&#039;&#039;(see Magic and Spirits, below)&#039;&#039;&#039;&#039;&#039;. Further, a person who visits the Magic Realm, particularly the Sphere of Mentem, might leave behind these eidolons, and occasionally these spirits can return to earth.&lt;br /&gt;
&lt;br /&gt;
A Major Personality Flaw can generate a spirit with a Magic Might of 30. Minor Personality Flaws attract a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Personality Trait). Negative Personality Traits cannot be used to summon a spirit of that emotion, but can summon a spirit of the opposite emotion. Note that the spirit of wrath would be a very powerful Daimon indeed; more-common eidolons are the spirits of a person’s wrath, rather than the tutelary spirit of the emotion as a whole. Those who can see spirits report that eidolons appear in human form, a simulacrum of the spirit’s “owner,” but expressing a caricature of the emotion on its face.&lt;br /&gt;
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==== The Spirit of Self-Importance ====&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 10 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Summer&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int 0, Per +1, Pre +3, Com +2, Str +1, Sta +2, Dex +1, Qik +1&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039;  2 (6 points)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Spirit; Self Confident; Meddler (Minor)&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Greater Power (Gift of Self Assurance), Greater Power (The Preening Peacock); Lesser Power (Donning the Corporeal Veil), Minor Virtue: Improved Characteristics x3&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3*, Envious +2&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;  Carouse 3 (inflating self importance), Charm 4 (enemies), Craft Stories 3 (about self), Etiquette 4 (making self look better), Folk Ken 4 (the character that originated it), Guile 4 (exaggeration), Intrigue 4 (setting allies against each other), Leadership 4 (those of lower social status), Penetration 3 (Mentem)&lt;br /&gt;
* &#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gift of Self Assurance&#039;&#039;, 1 point, Init +2, Mentem: the spirit donates a Confidence point from its own store to assist any single action of its target. This action, if it succeeds, must make the character seem more competent in the eyes of others; this power doesn’t work if the affected character is alone. CrMe 10 (base 4; +1 Touch, +1 Conc): Greater Power (10 levels, –1 Might cost, +3 Init, 10xp in Penetration)&lt;br /&gt;
** &#039;&#039;The Preening Peacock&#039;&#039;, 1 point, Init +0, Imaginem: the Presence of the touched target is temporarily raised to be one point higher than the highest Presence among the target’s companions. This power lasts until the target looks foolish in front of his peers, such as by failing in an important task. It can only be used once on any given being. MuIm 15 (base 3, +1 Touch, +1 Sun, +1 complexity): Greater Power (15 levels, –1 Might cost, +2 Init, 20xp in Penetration)&lt;br /&gt;
** &#039;&#039;Donning the Corporeal Veil&#039;&#039;, 5 points, Init – 2, Corpus: the spirit manifests with the physical Characteristics given above. See Common Powers for more details.&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 2 pawns of Mentem, as an immaterial corpse&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; This spiritual copy looks like the person’s idealized perception of himself; straighter, taller, more handsome, and in better clothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 15 – 45 (Herbam, Aquam, Terram; more rarely Auram). Those with a higher Might score tend to be Daimons.&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Creator of Plants, Waters, or Earth; Guide, Manifestation; Presence; Ruler of Plants, Waters, or Earth. Further, all genii loci possess the Ways of the (Land) Virtue.&lt;br /&gt;
Genii loci are the spirits of natural features, and are among the most powerful of all Airy Spirits. Some achieve the status of Daimon by embodying a landscape feature that has particular individual resonance. One hill among many might have an attendant Airy Spirit, but if that hill stands out from all the others, because of its distinctive shape or location, then it could well be a Daimon. In Ancient Greece, genii loci received different names according to what type of landscape they inhabited: Okeanides and Potamoi inhabited the seas and the rivers, Oreades inhabited hills and mountains, Dryades inhabited forests, and Anemoi were the spirits of specific winds. In other lands they received different names; in Germany, genii loci are called Landwichten (Land-wights in English), whereas to the Norse they are Landvaettir.&lt;br /&gt;
&lt;br /&gt;
At first glance, genii loci appear similar to the spirits of elements or plants, but there is an important difference. A genius loci is not the spirit of a particular object, but instead the place where that object rests, its locus. The spirit actually inhabits its locus using the Presence power. A flora might reside in a single tree, whereas a genius loci might be simultaneously present in all trees in a forest. A genius loci cannot stray from its locus anymore than a person can stray from his skin; the two are inextricably linked. A genius loci is fiercely protective of its locus, and the plants and creatures who dwell within it, and will use its powers to ensure that the locus is not harmed. Some, particularly Daimons, are also the protectors of the people who dwell within their locus, and may have the Grant (Virtue) power to empower their chosen humans. A genius loci, depending on its nature, may consider the spirits of the objects and living things within its locus to be its children or its subjects; or else it might drive them away or imprison them, leaving itself the sole spiritual occupant of the locus.&lt;br /&gt;
&lt;br /&gt;
==== Jinn ====&lt;br /&gt;
* &#039;&#039;&#039;Magic, Faerie, or Infernal Might&#039;&#039;&#039;: 10 – 40 (Herbam, Aquam, or Terram)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Those of other genii loci, as well as Donning the Corporeal Veil (often more than once, for both human and animal forms)&lt;br /&gt;
The jinn (singular jinni) are a variety of genii loci native to the scorched lands of Persia, the Holy Land, North Africa, and Iberia. Each jinni is associated with a specific landscape feature, such as a sand dune, a pool of water, a grove of palm trees, and so forth. Jinn can be aligned to either the Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the faith of Islam, and uphold its tenets by offering succor to devoted Muslims in their desert paradises. Infernal jinn desire only the wrack and ruin of mankind, and are evil spirits that haunt the wild places of the earth. The magical jinn, referred to as “pagan” by humans, in actual fact express no interest in humans or their religions.&lt;br /&gt;
&lt;br /&gt;
Every jinni, regardless of Realm affiliation, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such as this so that it may see the world; unique among genii loci, a jinni can transfer its locus temporarily to its partner in a bargain, and leave its landscape feature behind. As soon as the bargain lapses, however, it returns to its locus and must remain there until another bargain can be forged.&lt;br /&gt;
&lt;br /&gt;
=== Lugra, Spirits of Hardship ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might&#039;&#039;&#039;: 5 – 20 (Vim)&lt;br /&gt;
* &#039;&#039;&#039;Typical Powers&#039;&#039;&#039;: Possession and Mastery of (a specific hardship)&lt;br /&gt;
The lugra (meaning “banes”), or kakodaimones, are the spirits of the hardships of life that inflict mankind. Often mistaken for demons, these spirits gain no satisfaction from their efforts, and do not target individuals for any particular reason. A lugra has a parasitic existence, inflicting its particular brand of misery on its randomly chosen host before moving on to another. Greek legend recalls how the kind and helpful counterparts to the lugra were summoned to Mount Olympus by the Gods, which is why such beings are more wise, beautiful, and long-lived than mankind. Some Christian magi believe that the lugra were created when God pronounced his curse on Adam and cast him from Eden. Regardless of their source, the lugra are the spirits of old age and disease, arguments and guile, hard work and futile effort.&lt;br /&gt;
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==== The Jar of Pandora ====&lt;br /&gt;
{{InWorldCitation|But abhorred Eris (Strife) bore painful Ponos (Toil), and Lethe (Forgetfulness), and Limos (Starvation), and the Algea (Pains), the Hysminai (Fightings) and the Makhai (Battles), the Phonoi (Murders) and the Androktasiai (Manslaughters), the Neikea (Quarrels), the Pseudologoi (Lies), the Amphilogiai (Disputes) and Dysnomia (Lawlessness) and Ate (Ruin), who share one another’s natures, and Horkos (Oath) who does more damage than any other to earthly men, when anyone, of his knowledge, swears to a false oath.|Hesiod, “Theogony” 226}}&lt;br /&gt;
The children of Eris were imprisoned in a jar to keep them from mankind, but the fatally curious Pandora opened the jar, releasing the lugra onto the earth. Only Elpis (“Hope”) remained in the jar, so humankind retained access to this being’s gifts. Many magi and sorcerers have sought out the infamous jar of Pandora, believing that it can bind the lugra to the will of its possessor; or, more altruistically, recapture the lugra and free mankind from their ills.&lt;br /&gt;
|}&lt;br /&gt;
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=== Spell Spirits ===&lt;br /&gt;
Initiates into the Mystery of Hermetic Theurgy &#039;&#039;&#039;&#039;&#039;(The Mysteries Revised Edition, Chapter 9)&#039;&#039;&#039;&#039;&#039; can summon spirits with the sole power of duplicating the effects of a specific spell, or a particular Form. A spell spirit has a Might at least equal to the level of the spell, and the duration of the summoning spell determines how long the spirit attends the theurgist, ready to use its power on his command. It is a contested point as to whether these spirits form a class of their own, or whether they are variants of the other groups of Airy Spirits, but only Theurgists have any interest in such fine points of spiritual taxonomy.&lt;br /&gt;
|}&lt;br /&gt;
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=== Airy Spirits Story Seeds ===&lt;br /&gt;
==== The Menagerie ====&lt;br /&gt;
The Airy Spirits of creatures and plants are relatively weak, but what would happen if a multitude of them worked in concert? A magus decides to test this idea, and begins collecting florae and fauni from across the countryside. Soon, however, even the local villagers begin to notice a dampening of vibrance, as if an undefinable gloom hangs over the land. Meanwhile, how long can the captive spirits survive away from their natural places, and what effect does the magus hope to achieve with them?&lt;br /&gt;
&lt;br /&gt;
==== Trapped! ====&lt;br /&gt;
An apprentice and one of the grogs are sent out to collect vis from a usually reliable source located in a system of caves nearby the covenant. Once they enter the caverns, they begin to hear strange pleading calls to them, crying out their names and weeping — little do they realize that the sounds are created by a bored zwergenstimme imago who wants only to “play” with them. They follow, but soon become lost as the echoing voice leads them further into the maze of tunnels. When they try to turn back, part of the ceiling collapses, trapping them in an isolated chamber with no escape.&lt;br /&gt;
&lt;br /&gt;
==== A Self-Important Spirit ====&lt;br /&gt;
A particularly arrogant magus with the Mistaken Identity Flaw has unknowingly generated a spirit of emotion — that of his own sense of self-importance. The eidolon thinks that it is improving the lot of its “twin” by interfering in his affairs and raising his profile, but in actual fact it is merely antagonizing his allies with its arrogant manner.&lt;br /&gt;
&lt;br /&gt;
==== The Woes of the World ====&lt;br /&gt;
Porphyrion of Tytalus claims to have found the jar of Pandora underneath the Senate in Rome. Was Rome’s power derived from control over the lugra? Presuming that the jar he owns is really what he claims, what does Porphyrion — last spotted in Paris — intend to do with the jar now?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Named Spirits ==&lt;br /&gt;
=== Theoi ===&lt;br /&gt;
=== Astra Planeta ===&lt;br /&gt;
=== The Leti ===&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
== Primal Spirits ==&lt;br /&gt;
== Spirits and Magic ==&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Guardians_of_the_Forest_Chapter_Nine:_The_Eastern_Marches&amp;diff=20361</id>
		<title>Guardians of the Forest Chapter Nine: The Eastern Marches</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Guardians_of_the_Forest_Chapter_Nine:_The_Eastern_Marches&amp;diff=20361"/>
		<updated>2025-06-21T12:32:14Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crossing the great River Elbe from the lowlands to the west, one enters the northeastern reaches of Germany, stretching as far as the mighty River Oder. Here, civilization gradually gives way to a wild empty land of lakes and forests, roamed by Werwölfe (werewolves), Hexen (witches), and Hünen (giants), where the dying remnants of pagan beliefs still linger in crumbling Slavic temples.&lt;br /&gt;
&lt;br /&gt;
Christianity was first established in the Eastern Marches around the 10th century, from the bordering missionary-bishoprics such as Magdeburg and Merseburg. Pagan Slavs were converted, and the centuries since have seen sporadic warfare with them, interspersed with periods of peace and marriage into Slavic families. An influx of German colonists and merchants has firmly established the German language and culture — Meissen, to the southwest, is now fully German, although Sorbs (Wends) form the great majority in Lusatia, to the southeast. Rügen and Pomerania to the north are populated by a mixture of Sorbs and Germans, with Danish overlords. With plenty of space for colonization, there is generally a lack of rivalry among rulers, at least at the local level.&lt;br /&gt;
&lt;br /&gt;
Almost all the pagan and magical sites of the Slavs in the southern of the Marches have long-since been eradicated, to a greater extent than in Pomerania to the north. Except for Crintera on Rügen, the Rhine Tribunal does not have a very robust presence in the Eastern Marches, although it maintains a vigorous claim over them. Indeed, it would like to extend its territory further eastwards into Polish lands, encroaching on the Novgorod Tribunal.&lt;br /&gt;
&lt;br /&gt;
== The Baltic Sea ==&lt;br /&gt;
For a few months every winter, shipping and trade across the Baltic Sea ceases entirely. A great chill descends from the ultimate north, and covers the sea with a layer of frost. Early each spring, a special ritual must be performed to thaw the ice and break the hold of the Queen of Winter over the land. This ritual is conducted at [[Guardians of the Forest Chapter Nine: The Eastern Marches#Arkona|Arkona]], and is currently undertaken by Falke, Prima of House Bjornaer, in the form of an ancient ritual spell.&lt;br /&gt;
&lt;br /&gt;
== Heorot ==&lt;br /&gt;
The covenant of Heorot is not currently a member of the Rhine Tribunal, but it hopes to have its membership approved at the next Rhine meeting in 1221. This plan is not without controversy; Heorot is sited on the island of Zealand, which is part of the kingdom of Denmark, and therefore clearly within the territory that traditionally forms part of the Novgorod Tribunal. However, because of the perceived threat of the [[Guardians of the Forest Chapter Eleven: Rhine Sagas#Wind, Wave, and Ice|Order of Odin]], the Order has not yet established a covenant in Norse lands that has lasted long enough to attend a Tribunal meeting; thus the territory remains a gray area.&lt;br /&gt;
&lt;br /&gt;
Many in the Rhine Tribunal greet Heorot’s move with glee. They have long disputed the eastern border of the Tribunal with the Novgorod Tribunal; and to “steal territory” from them is the ultimate in one-upmanship. Novgorod is currently unaware of the plans of Heorot — that Tribunal has only a small number of covenants, and with the exception of one in Poland, they are all over a thousand miles from Zealand.&lt;br /&gt;
&lt;br /&gt;
Opposition towards Heorot comes from one main quarter: Crintera. Zealand is very close to Rügen, and the domus magna of House Bjornaer is concerned that they will clash with them over vis sources. Waddenzee is not protesting — Heorot will provide them with more victims, and the covenant is dedicated to the major interest of the Ash Gild. Oculus Septentrionalis is the other covenant in the region, and as they are sponsoring Heorot, it is likely that they have worked out some agreement with them beforehand.&lt;br /&gt;
&lt;br /&gt;
All the magi of the putative covenant of Heorot originate in the Rhine Tribunal, and their stated aim is that originally held by Oculus Septentrionalis — to learn what they can about the Order of Odin. Unlike that covenant, the magi of Heorot have the skills and interests to achieve this goal. They have occupied the site of the hall of Hrothgar, former king of the Danes, who was terrorized by a troll called Grendel before the hero Beowulf slew him. Unsurprisingly, the covenant is plagued by Grendel’s kin, who still haunt the bogs of Zealand.&lt;br /&gt;
&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Signum Irruptus, follower of Criamon ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 53 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Brave +3, Obsessed +3, Mindful of Danger –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Eschengilde (Ash Guild)&lt;br /&gt;
The leader of the covenant, Signum Irruptus is fascinated with the trolls, who he believes to be descended from degenerate gods. This obsession has so far lead to the death of 14 grogs and the loss of Signum’s own left arm, yet nevertheless he still pursues his dangerous studies.&lt;br /&gt;
&lt;br /&gt;
==== Theoderich of Augsburg, follower of Jerbiton ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 37 (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Morbid +3, Inquistive +2, Laconic +1&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Appfelgilde (Apple Guild)&lt;br /&gt;
Formerly a member of Oculus Septentrionalis, Theoderich is a necromancer and a historian, who raises the ghosts of dead men to interrogate them about the past. Much to his chagrin, he has not found the remains of either King Hrothgar or Beowulf.&lt;br /&gt;
&lt;br /&gt;
==== Pacrestis filius Occultes, follower of Bonisagus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 28 (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Ambitious +3, Fearful of Wilderness +2, Decisive –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Eigengilde (Oak Guild)&lt;br /&gt;
This young magus is keen to meet with a Norse wizard and learn whatever he can about their magic. He has both a famous master and also a powerful mentor, Archmage Philippus Niger (&#039;&#039;&#039;&#039;&#039;see Chapter 6: The Black Forest, Durenmar&#039;&#039;&#039;&#039;&#039;), who has instilled in him the urgent need to reveal these secrets to the Order. However, Pancrestis has a deep-abiding fear of the wilderness, and has yet to penetrate as far as the pagan regions of Scandinavia.&lt;br /&gt;
&lt;br /&gt;
== Rügen ==&lt;br /&gt;
The island of Rügen is the largest in Germany, stretching 20 miles across. Apart from the northern and eastern extremities it is a landscape of low-lying grassland and heathland, surrounded by long beaches and swampy inlets. The peninsulas of Jasmund and Mönchgut are hillier and partially forested. The largest forest, called Stubnitz, is on Jasmund, which contains the covenant of Crintera, ending abruptly with the dramatic chalk cliffs called the Stubbenkammer. Wittow, the northernmost peninsula, is windswept and exposed. The narrow 10-mile-long island of Hedinsey to the west is deserted heathland, with a chain of tiny hills. The island is named after a former Norwegian king, Hedin, who fought a battle on the island to win his bride and his fortune.&lt;br /&gt;
&lt;br /&gt;
Rügen is sparsely populated, with Bergen as the only town of any size. There are a number of small villages and hamlets scattered around the island, including farmsteads in the western part of the island, and a few fishing villages in the east, but nothing that would qualify as a port. The Mönchgut peninsula has only recently gained that name, as cultivation for agriculture by monks has just begun there. The majority of islanders are of Slavic descent. Christianity is newly come to the island, arriving with the Danish king. The only churches of any significance are the Marienkirche in Bergen and the Pfarrkirche in Altenkirchen, although there are plans to build one in Sagard, which is only five miles from the site of Crintera. In the wilder places of the island, the Forest Brothers Rugevit, Porevit, and Porenitz are still worshiped. These gods represent the Rowan, the Beech, and the Larch respectively. Their few remaining priests (called volkhvy) are exclusively male, and virtually all have the Ways of the Forest Virtue and a fierce devotion to the family.&lt;br /&gt;
&lt;br /&gt;
=== Arkona ===&lt;br /&gt;
This Slavic fortress-temple was one of the holiest pagan sites in the preChristian Baltic. Its ruins are situated above the cliffs on the headland of Kap Arkona, the northernmost point of Rügen. Here the four-faced sun- and war-god Svantovit was worshiped for many centuries, and the Faerie aura generated through such devotion has yet to fade (it is currently 2), despite the fact that the temple was destroyed by Bishop Absolon of Roskilde in 1169.&lt;br /&gt;
&lt;br /&gt;
Only two volkhvy of Svantovit persist, eking out a living on the Wittow peninsula. One of the priests is very old, and is cared for by his grandson, who is also his sub-priest. The elder is attempting to teach his descendant all he knows about the dying god, so that He will not be lost to future generations. The grandson, however, has little interest in Svantovit, having seen no displays of power from his grandfather, who he follows only out of a sense of family duty. Between them they have laboriously moved the remaining upper half of Svantovit’s statue from Arkona into a wellhidden shrine. It has four faces gazing in four directions, and holds in its right hand a bull’s horn. Before the statue is placed the god’s immense sword, although the jeweled saddle and bridle that accompanied it were taken by the looters.&lt;br /&gt;
&lt;br /&gt;
==== Story Seed: Awake, Svantovit! ====&lt;br /&gt;
A white horse is needed to perform a Great Ritual to Svantovit, but none can be found on the island, as all horses have been co-opted by the Danes. If the characters bring a white horse to the island, the old priest will convince his grandson to steal it, and gather together their scant few worshippers for a ceremony. This will reawaken the volkhv’s connection with his deity, and a subsequent display of power will convert the doubting subpriest into a zealous believer. He will take on the role of a pagan “messiah,” determined to turn the island back to the worship of Svantovit. Of course, should a group of magi witness this rite, they may see it in a wholly different light, likely as not believing it to be demonic.&lt;br /&gt;
&lt;br /&gt;
=== The Königstuh (The King’s Seat) ===&lt;br /&gt;
Rising more than 380 feet out of the sea, the Königstuhl is a chalk cliff next to the main Stubbenkammer cliffs on the northeastern shore of Rügen. Legend states that whoever manages to climb up this piece of cliff from the sea will become king of Rügen and sit on a stone throne at the top. In 1168, when King Valdemar I took &lt;br /&gt;
possession of the island, he first secretly came to the Königstuhl and climbed it. Once at the top he was witnessed there by islanders, and recognized as the rightful ruler. It is said that because of this act he was able to take Rügen easily. It is not known whether the current Danish king, Valdemar II, has made the climb to legitimize his claim over Rügen, but those islanders who wish to see the Danes gone have attempted the climb, and failed. Even one of the magi of Crintera (the Horse Elder who preceded Istvan Padas) has attempted to conquer the Königstuhl, but he achieved no more than half the climb before falling to his death.&lt;br /&gt;
&lt;br /&gt;
Whether the King’s Seat confers upon those who sit on it a Divine Right to rule, or whether it is a pagan or faerie power that rules here is unknown, and the precise effect of successfully climbing the rock should be determined by the storyguide. What is certain is that those who attempt to cheat (such as through the use of magic) will surely fail.&lt;br /&gt;
&lt;br /&gt;
=== Hertha Lake ===&lt;br /&gt;
Hidden in the Stubnitz Forest — and therefore a short walk from Crintera itself — is a mysterious small dark lake, partially covered with lilies. Every May Eve (Walpurgis Night, see &#039;&#039;&#039;&#039;&#039;Chapter 8: Central Germany, The Harz Mountains&#039;&#039;&#039;&#039;&#039;), the goddess Hertha bathes in the lake; then, once she is finished, she drowns one of the gathered mortals who witness this holy rite. The one chosen is marked by Hertha’s priestess, and is unaware of his impending fate, unlike everyone else present. The spirits of the previously drowned gather on the shore. In return for this human sacrifice, Hertha blesses the local farmers with good harvests, if they sprinkle the corners of their fields with water taken from the lake after the goddess has bathed. Hertha is a powerful faerie, and her small priesthood is lead by Zora, a woman whose dark beauty is a testament to her goddess’ gifts. Crintera and the priesthood of Hertha have an arrangement; the covenant protect the priestesses from discovery, and in return Zora gives them Creo vis every year, a product of the presence of her goddess. In addition, the priestess does not take her sacrifice from among Crintera’s covenfolk.&lt;br /&gt;
&lt;br /&gt;
=== The Ziegensteine (The Goats’ Stones) ===&lt;br /&gt;
There are a number of ancient grave sites and megaliths in a small area of woodlands not far from the Mönchgut peninsula. The most prominent is a barrow built of two huge stone slabs laid over uprights underneath a giant oak tree. This area is used by the volkhvy of the Forest Brothers as a cemetery for devout believers. The huge barrow is empty; it is actually a supernatural gateway created by pre-Hermetic magic, forming one end of a faerie trod that reaches through a particularly dark and frightening region of Arcadia. Only a volkhv can open the gate, but they often allow magi of Bjornaer to use it, due to the relationship nurtured by Crintera. The terminus is not far from the covenant of Pripet Major in the Novgorod Tribunal, and proves to be very useful for maintaining contact between the two Tribunals. Unfortunately, there is no one at the Russian end of the gate who can open it — this is a strictly one-way shortcut.&lt;br /&gt;
&lt;br /&gt;
=== The Buskam ===&lt;br /&gt;
Rügen has a number of mysteriously placed boulders lying around, called findlinge, of a type of stone that does not match their surroundings. The Buskam is the largest of these, a massive ball of stone that lies partially submerged in the sea just off the Mönchgut peninsula, and it is an occasional site of worship among some of the Slavic island folk (the name means “the god’s stone”). These stones were left behind by giants and are the only remains of an epic battle many centuries ago that saw the giants of Rügen banished to Pomerania.&lt;br /&gt;
&lt;br /&gt;
== Crintera ==&lt;br /&gt;
Crintera is the domus magna of House Bjornaer. The covenant consists of the six members of the Bjornaer council, who run the business of the House from their island home on Rügen. The council is currently split between the two factions of the House; the Harmonists, who believe that Bjornaer magi should try to live in harmony with those mundanes who do not destroy the wild areas of the world, and the Wilderists, who ﬁercely protect wildernesses from the incursions of all humans. Crintera has been in its Winter season for the last 50 years due to the invasion of Rügen by the Danish king, and the subsequent spreading of the Dominion over the island.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Bjornaer was a Pomeranian witch (see below), and made her home on the isle of Rügen. A stronghold of paganism, the island suited her followers perfectly; as it was largely uninhabited, they could practice their magic while remaining hidden from their vengeful enemies. While a powerful force within the Tribunal, Crintera has led a relatively uneventful existence since its founding. This all changed in 1168 when the Danish king Valdemar I (along with Bishop Absolon of Roskilde) invaded the island. The heathen stronghold of Arkona was destroyed, and the nervous Christians established several churches and a Cistercian monastery to spread the Dominion. Crintera’s decision to wait out the occupation was strongly opposed by the Wilderists, but the opinion of the Harmonists within the House prevailed. Two years later, the Danes were still on Rügen when Urgen was elected Primus of House Bjornaer. Urgen was the strongest proponent of the Wilderist viewpoint, and his election was symptomatic of the prevailing thoughts of the House. No representatives from Crintera attended the Tribunal in 1172, but in 1179, Urgen himself turned up. He accused&lt;br /&gt;
the magi of Oculus Septentrionalis of assisting the Danish invasion of Rügen, in turn damaging Crintera’s magical resources, and ultimately slew their leader in a Wizard War.&lt;br /&gt;
&lt;br /&gt;
In the following years, the process of the Christianization of Rügen did not proceed as fast as was first feared, and Crintera and its resources remained largely intact. Consequently, the Harmonist faction of House Bjornaer rose to prominence. At the next Tribunal (1186) the Hawthorn Gild argued that Crintera’s wilderness had been invaded and was under extreme threat, and sought approval for a retaliatory strike, trying to invoke the “Guardians of the Forests” ruling. Despite support from the Ash Gild and (surprisingly) the Elder Gild, the Tribunal was split across factional lines, and no decision was made. However, it promised to investigate the affair further. This was insufﬁcient for the more aggressive Wilderists, and a number of prosecutions against Bjornaer magi attacking Danish settlers followed, which most of the House considered to be just rubbing salt into their wounds.&lt;br /&gt;
&lt;br /&gt;
At the next Tribunal, now 26 years since the original invasion, a young Bjornaer maga from Fengheld called Falke made a passionate plea to permit Crintera to actively resist the occupiers of Rügen. The Quaesitor Caecilius was quite ﬁrm that no wilderness had been invaded or destroyed — Crintera and its forest remained intact, a serious setback for the landmark “Guardians of the Forests” ruling. Stung by this rebuke, Crintera descended into a brief period of factional inﬁghting — the Wilderists blamed the Bjornaer council for not acting when it could have, and the Harmonists feared that the philosophy of the Wilderists had been vindicated. At the Gathering of Twelve Years in 1203, Urgen resigned as Primus, but retained a seat on the Bjornaer council; Falke was elected in his place. Her leadership of the House has lead to the current situation; a consolidation of the Bjornaer hold over the island, which still remains sparsely populated except for the town of Bergen, established by the Danes. Only time will tell if the ancient covenant of Crintera can continue to exist with mundane settlements — and new monasteries — on its doorstep.&lt;br /&gt;
&lt;br /&gt;
==== The Harmonists and the Wilderists ====&lt;br /&gt;
For many centuries, the followers of Bjornaer have been divided into two factions. Central to the philosophy of the House is that the wellspring of all magic is those areas that remain in their pristine state, untouched by the hand of man. To the Bjornaer, the Realm of Magic is the pristine state of the world, pre-dating the fae. The fae spring from wilderness tempered with man’s curiosity, which is why they are associated with the trappings of heathenry and the ways of man. Bound up with this philosophy is, therefore, the need to protect the wilderness from the ingress of mankind, the Church, and the fae. However, just how the wilderness is to be defended has divided the House.&lt;br /&gt;
&lt;br /&gt;
Harmonists believe that the “invasion” of the wilderness by the growing human population is inevitable. There are far too few Bjornaer magi to be able to defend all the areas that need it. The solution is therefore to persuade mundanes that they need to live in harmony with the wild. If they treat it with respect, and learn to co-exist with nature rather than try to tame it, the inherent magic of those wild places need not be destroyed. Wilderists, on the other hand, are more extreme. They wish to see humankind sent back to the cities, corralled within stone walls where they can do no harm. They ensure that humans consider forests, marshes, and moors to be places of danger where wild beasts roam and untamable forces are in control. The more zealous members of this faction seek to revert wildernesses that have already been tamed to their original state, driving out settlers and protecting them from further incursions.&lt;br /&gt;
&lt;br /&gt;
The Six Elders of Crintera are elected from the members of the House. When an Elder dies or passes into Final Twilight, he will not be replaced until the next Gathering of Twelve Years. Then, the remaining Elders will perform an ancient divination ritual to guide them to the next one. How much mysticism and how much politicking is involved in this decision is unknown, but there are records of at least one occasion where a Great Beast (that is, a Bjornaer who has passed into Final Twilight) has indicated to the council who the successor should be.&lt;br /&gt;
&lt;br /&gt;
One seat on the council is reserved for the elected Primus of House Bjornaer. The Primus is the political leader of the House, and the leader as far as the Order of Hermes is concerned. However, for many issues, the Primus is merely passing on the dictates of the Council of Elders. Although the whole House is involved in choosing the Primus, it is the Council of Elders who choose the prospective candidates, and they have a large amount of inﬂuence on the decision. As the “leader of the pack,” the Primus’s seat is referred to as The Seat of the Wolf.&lt;br /&gt;
&lt;br /&gt;
One seat on the council, that of the Senior Elder, is always reserved for a magus with a bear heartbeast, in memory of Bjornaer (who also had the heartbeast of a bear). Currently, this seat is occupied by Urgen, former Primus of the House, who has some rather radical ideas about the role of the House as protectors of the Wild. Should the elected Primus have the heartbeast of a bear, as Urgen did when he was primus, the Seats of the Bear and the Wolf are combined, and an extra seat, called the Seat of the Fox, makes the numbers up to six. The Senior Elder has the casting vote in any decision of the council, and tradition states that his words are treated with deference and honor.&lt;br /&gt;
&lt;br /&gt;
Apart from the Seats of the Wolf and the Bear, there are also the seats of the Horse, the Stag, the Eagle, and the Swan. Each of these seats has traditional responsibilities. Horse is in charge of keeping track of Crintera’s magi (and Bjornaer magi elsewhere), Stag is the protector, Eagle looks outward, keeping an eye on the Order, and Swan is the leader in the rituals that take place at Crintera. The seat of the Swan has been held, for as long as anyone can remember, by an esoteric lineage of magi with the heartbeast of a heron, all of whom are skilled seers.&lt;br /&gt;
&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
Crintera is found deep within the Stubnitz Forest in the east of the island. It is a difﬁcult place to reach, since the covenant is located in a regio. The mundane foundation of the regio apparently consists of virgin forest — dark stands of towering pine, with clusters of larch, rowan, and beech. The unspoiled appearance of the forest is a deceit carefully crafted by the covenfolk of Crintera: in fact, it is home to many of the covenant’s servants and grogs, who dwell in widely dispersed clusters of huts that are concealed by magic. People from the hamlets near to the outskirts of the forest have numerous stories concerning the wood, ranging from animal attacks to shadowy monsters and witches. They universally shun the woods, except for the handful of pagan priests of the Forest Brothers, who are welcome within its bounds.&lt;br /&gt;
&lt;br /&gt;
Stubnitz Forest is difﬁcult to pass through, even to experienced woodsmen. Visitors are watched at all times, by both the covenfolk of Crintera and their animal allies. There is one path through the forest, called the Watching Path. Its beginning is marked by two crumbling moss-covered stones in a glade not far from the forest’s edge, and it leads right to the heart of the forest, where Crintera lies, and is the path known by Redcaps and magi of House Bjornaer. The forest is strongly aligned with the Animal Powers, mysterious entities who ruled this area before the Bjornaer came here.&lt;br /&gt;
&lt;br /&gt;
Those who penetrate the regio that shrouds Crintera often take on animal characteristics related to their heartbeast. A heartbeast should be determined for every visitor to Crintera, whether magus or mundane. These animals should be chosen to ﬁt with their personalities; thus a brave shield grog may have the heartbeast of a stag, a troubadour that of a songbird, and a crafty magus the shape of a snake. There are four levels to the magical regio, with auras of 1, 3, 5, and 8. Each regio boundary brings the heartbeast of the affected character closer to the fore; as each is crossed, every character must resist a Corpus effect with a Penetration Total equal to the [[Ars Magica Definitive Edition, Chapter Twelve: Realms#Entering and Leaving Regiones|Ease Factor needed to see the next level]]. The ﬁrst regio boundary brings a Personality Trait change appropriate to the heartbeast, whereas the second, third, and fourth boundaries cause minor physical changes. If all four effects take place, no doubt is left to others as to the nature of the heartbeast of the character; although he is still demonstrably human, he is also a quarter to a third animal. Magi are rarely overcome by this effect if they have their Parma Magica active; however, it is deemed rude by the inhabitants of Crintera to actively resist this change. Of course, magi of House Bjornaer can shrug off these changes with a Heartbeast roll, should they want to.&lt;br /&gt;
&lt;br /&gt;
On the fourth and ﬁnal level of the regio are a number of sturdily built round-houses, with the thatch of their wide, conical roofs almost reaching to the ground. These huts are the sancta of the Elders. In the very center of the regio is a clearing containing a platform built of lashed-together logs. It is in this clearing, big enough for ﬁfty or more people, that the Gathering of Twelve Years takes place. All around the top level of the regio are strange statues in a startling variety of forms and shapes. Atop a tree stump sits a wooden image of a squirrel; a carved stone otter lies amongst a clump of cattails; a snake of dyed and woven rushes is coiled in the hollow of a boulder; a clay wolf with teeth made of broken shells sits by a log; stone birds sit in the branches of willow saplings encircled by feather-decorated leather thongs. Every type of animal is represented, but the area somehow doesn’t seem crowded. From any given point only a few of these fetishes can be seen. The covenfolk of Crintera call these images the “Animal Powers,” and accord them a lot of respect, laying small offerings by the fetish that represents their heartbeast. The Animal Powers are truly ancient, and some say that they house primordial spirits of nature. Those touching the Power that corresponds to their own shape feel an indescribable, deep level of connection. Those who have resisted the changes wrought by the regio boundaries feel a strong compulsion not to touch the images, as do those approaching a fetish that is not representative of their own heartbeast.&lt;br /&gt;
&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
Despite being members of the Order for over four hundred years, House Bjornaer is still run as a tribe. Family loyalties run strong in the tribe of Bjornaer, but all pay allegiance to the Council of Elders. The six magi who constitute the council are the only permanent residents at Crintera. Contrary to popular belief, the Elders do not spend all their time in the form of their heartbeast — it is difficult to do lab research as an animal. The practice of religion (of any kind) is banned in Crintera; this is one of its earliest laws, in honor of the Animal Powers. Those wishing to pay homage to their god(s) must leave the regio before doing so.&lt;br /&gt;
&lt;br /&gt;
==== The Gathering of Twelve Years ====&lt;br /&gt;
The Followers of Bjornaer congregate every twelve years at Crintera for a secret meeting, during which time they perform rituals associated with maintaining their lineage, remembering their ancestors, and solidifying the bonds within the House. It is generally believed that during the gathering House Bjornaer uses ancient, exotic magic that Bjornaer kept secret and passed on only to her filii. These rumors probably stem from the fact that most initiations into the Mysteries of House Bjornaer are conducted during the gathering; many of the rituals, led by the Elder of the Swan, are not fully understood even by most members of the House. In addition to the esoteric aspects of the Gathering, it is also a social and political occasion. The followers of Bjornaer take this congregation very seriously indeed; most of the House attends every time, and they will not speak of what goes on to members of other Houses. They deny nothing and affirm nothing.&lt;br /&gt;
&lt;br /&gt;
The gathering takes place on the large platform in the center of Crintera. The inhabitants of Rügen refer to this occasion as the Teufelsjahr (Devil’s Year), and dread the time that between fifty and a hundred magi (who they believe to be demons) descend upon the island in preparation for the gathering.&lt;br /&gt;
&lt;br /&gt;
The next gathering, due in 1227, is likely to be politically explosive because of the controversy between the Wilderists and the Harmonists.&lt;br /&gt;
&lt;br /&gt;
Sagas with Bjornaer magi should not neglect the Gathering of Twelve Years, and it is recommended that the players without Bjornaer characters are given one to play during the event. Although politics must be a focus, the esoteric activities of the House should not be ignored. Bjornaer magi will seek out the Animal Power of their heartbeast, and may experience mystical visions. Ardea (see below) will organize ritual re-enactments of ancient stories and legends. The characters will have the possibility of interacting with powerful and enigmatic Bjornaer magi from across the Order.&lt;br /&gt;
&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Falke, Prima of Bjornaer ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int +2, Per +2, Pre +4, Com +2, Str –2, Sta –1, Dex 0, Qik –1&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 49 (45) (Gauntlet at 23; Master)&lt;br /&gt;
* &#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 3 (16)&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 1 (3)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; The Gift; Master; Major Magical Focus (Bodies of water); Affinity with Aquam, Famous (gained upon becoming Prima of House Bjornaer), Great Presence, Heartbeast*, Improved Characteristics, Inspirational, Linden Gild Trained, Piercing Gaze; Optimistic, Study Requirement; Covenant Upbringing, Deficient Form (Ignem), Slow Caster&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Committed to an Ideal +3, Cheerful +2, Humble +1&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Prima of House Bjornaer 5 (Hermetic), Master of Aquam Magic 1 (Hermetic) &lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Dodging:&#039;&#039; Init –1, Attack n/a, Defense –1, Damage n/a&lt;br /&gt;
* &#039;&#039;&#039;Soak:&#039;&#039;&#039; –1&lt;br /&gt;
* &#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
* &#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1-5), –3 (6-10), –5 (11-15), Incapacitated (16-20)&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Artes Liberales 3 (rhetoric), Awareness 2 (vision), Bargain 2 (contracts), Charm 3 (mundanes), Code of Hermes 2 (attitude towards mundanes), Concentration 2 (Aquam spells), Dominion Lore 1 (miracles), Folk Ken 3 (peers), French 1 (Norman), Low German 5 (Saxon), Guile 1 (good intentions), Heartbeast 3 (in haste), Intrigue 3 (House Bjornaer), Latin 4 (speeches), Leadership 3 (Harmonists), Magic Lore 3 (shapeshifters), Magic Theory 5 (Aquam), Order of Hermes Lore 4 (House Bjornaer), Parma Magica 3 (Corpus), Philosophiae 2 (ritual spells), Swim 2 (lakes), Teaching 1 (Magic Theory), Theology 1 (debate), West Norse 2 (Danish), West Slavonic 2 (Sorbian)&lt;br /&gt;
* &#039;&#039;&#039;Arts:&#039;&#039;&#039; Cr 7, In 8, Mu 9, Pe 5, Re 7; An 5, Aq 16, Au 6, Co 7, He 5, Ig 4, Im 6, Me 6, Te 5, Vi 6&lt;br /&gt;
* &#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; Falke’s feet are always wet — if she stands still too long, she will leave a small puddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Her talisman.&lt;br /&gt;
* &#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
* &#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Mighty Torrent of Water&#039;&#039; (CrAq 20) +27&lt;br /&gt;
** &#039;&#039;Voice of the Lake&#039;&#039; (InAq 25) +36&lt;br /&gt;
** &#039;&#039;Sculpt the Living Water&#039;&#039; (MuAq 20) +29 or +38&lt;br /&gt;
** &#039;&#039;Neptune’s Imprisoning Arms&#039;&#039; (MuAq 25) +29 or +38&lt;br /&gt;
** &#039;&#039;Appease the Queen of Winter&#039;&#039; (MuAq 60) +38&lt;br /&gt;
** &#039;&#039;Break the Oncoming Wave&#039;&#039; (ReAq 10) +34&lt;br /&gt;
** &#039;&#039;Breath of Winter&#039;&#039; (ReAq 15) +34&lt;br /&gt;
** &#039;&#039;Still the Raging Waters&#039;&#039; (ReAq 15) +34&lt;br /&gt;
** &#039;&#039;Chaos of the Angry Waves&#039;&#039; (ReAq 20) +34&lt;br /&gt;
** &#039;&#039;Parting the Waves&#039;&#039; (ReAq 30) +34&lt;br /&gt;
** &#039;&#039;Broom of the Winds&#039;&#039; (CrAu 15) +12&lt;br /&gt;
** &#039;&#039;In Christ’s Footsteps&#039;&#039; (ReCo 5) +16&lt;br /&gt;
** &#039;&#039;Eyes of the Eagle&#039;&#039; (InIm 25) +13&lt;br /&gt;
** &#039;&#039;Aura of Ennobled Presence&#039;&#039; (MuIm 10) +14&lt;br /&gt;
* &#039;&#039;&#039;New Spells:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Sculpt the Living Water&#039;&#039;; MuAq 20; R:Voice, D:Sun, T:Ind: Allows the caster to mold water as if it were clay. The shaping procedure is done mentally; once complete the sculpture remains for Sun Duration. (Base 4, +2 Voice, +2 Sun)&lt;br /&gt;
** &#039;&#039;Neptune’s Imprisoning Arms&#039;&#039;; MuAq 25; R:Voice, D:Sun, T:Group: Operates like Trap of the Entwining Vines, but the ‘vines’ are made from water, which takes on a semi-solid form for the duration of this spell. The ‘vines’ can hold still a small rowing boat, or up to 6 people. (Base 4, +2 Voice, +2 Sun, +1 Group)&lt;br /&gt;
** &#039;&#039;Appease the Queen of Winter&#039;&#039;; MuAq 60; R: Voice, D:Year, T:Boundary, Ritual: Propitiates the Queen of Winter, who then allows the Baltic Sea to thaw that year. Falke learned this spell with the assistance of the volkhvy of Arkona and a laboratory text in the possession of Crintera. If this spell is cast at Arkona (which Falke and magi of Crintera do every year), the Casting Total receives a bonus of +10, due to the presence of the sun-god Svantovit, who is opposed to the Queen of Winter. (Base 15, +2 Voice, +4 Year, +3 Boundary, Ritual)&lt;br /&gt;
** &#039;&#039;Still the Raging Waters&#039;&#039;; ReAq 15; R:Voice, D: Conc, T: Ind: Causes all the waves on a small body of water to be stilled to mirror-smoothness. (Base 4, +2 Voice, +1 Conc)&lt;br /&gt;
** &#039;&#039;In Christ’s Footsteps&#039;&#039;; ReCo 5; R:Per, D:Conc, T:Ind: Allows the caster to walk on water. (Base 4, +1 Conc)&lt;br /&gt;
* &#039;&#039;&#039;Magical Items:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Talisman:&#039;&#039; a silver anklet-ring decorated with a checkered pattern of watery crystal and amber. Attunements: +5 water-related effects, +3 Corpus&lt;br /&gt;
** &#039;&#039;Perceive the Change&#039;&#039;; InCo 15; R:Touch, D:Sun, T:Ind (Base 4, +1 Touch, +2 Sun): Detects whether Falke has changed form, and if she has, triggers the next effect. With 2 uses per day (+1 level) and an environmental trigger (+3 levels), this is a constant effect. Falke can choose not to resist this effect, and she always does. &#039;&#039;Final level: 19&#039;&#039;&lt;br /&gt;
** &#039;&#039;Change Size&#039;&#039;; MuTe 10; R:Per, D:Sun; T:Ind (Base 4, +2 Sun): Triggered by the previous effect, her talisman becomes a leg-band. With 2 uses per day (+1 level) and an environmental trigger (+3 levels), this is a constant effect once triggered. It also has a linked trigger, to the preceding effect (+3 levels). &#039;&#039;Final level: 17&#039;&#039;&lt;br /&gt;
** &#039;&#039;Perceive Motives&#039;&#039;; InMe 10; R: Eye, D: Mom, T:Ind (Base 5, +1 Eye): As Sight of the Transparent Motive, this effect has a Penetration of 0 to ensure it does not work on Hermetic Magi, and 3 uses per day (+2 levels). &#039;&#039;Final level 12&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Falke is a small, lithe woman with an incredible natural presence. While she is not physically attractive, she has a palpable aura of selfcontrol about her. She appears to be in her mid-forties, although her hair, always pale, is a uniform silky gray. She dresses simply; like many Bjornaer she puts little stock in clothing. She never wears footwear, which clearly displays her talisman, worn around her ankle. Her heart beast is a silver-gray falcon with white-banded wings.&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Lindengidle (Linden Guild)&lt;br /&gt;
Falke is the current Prima of House Bjornaer. She had the leadership of House Bjornaer thrust upon her; she had never considered a political career before the fateful Grand Tribunal that raised her profile in the House. While not firmly declared as a Harmonist, Falke has sympathies for that position. She currently strives for a strategy of isolation and patience, and she is trying to regain the trust of the Quaesitores and others in the Order. Until taking the Seat of the Wolf, she had been immersed in her magic; since then she has struggled to acquire the qualities of leadership, and to achieve master status, as befits the Prima of House Bjornaer. Having succeeded in the latter, she has wasted no time in beginning the training of her first apprentice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a powerful and influential person in the Tribunal, Falke is not suitable as a player character in most sagas.&lt;br /&gt;
&lt;br /&gt;
==== Urgen, follower of Bonisagus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 114 (Archmage)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Quick-Tempered +5, Authoritarian +4, Peaceful –4&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Weissdorngidle (Hawthorn Guild)&lt;br /&gt;
Urgen holds the Seat of the Bear. He was the Primus of the House from 1165 to 1203 during the Danish invasion of Rügen, and is a committed Wilderist — possibly the most influential of that faction. He argues that the Order must hold back a burgeoning mundane population to protect the wild lands and calls on the followers of Bjornaer to involve themselves in Hermetic politics to accomplish this goal. Some accuse him of secretly harassing mundane populations with “animal attacks” to drive them off. He did not have enthusiastic support for his ideas when he was Primus, but with the continuing situation on Rügen, more are flocking to his side. He is stepping up his covert campaigns now that he is free of the responsibilities of leadership of the House. Instead, he leads the Hawthorn Gild. Urgen is well-known for his pugnacious nature: he has slain two powerful magi in the last fifty years in Wizard Wars by literally tearing them apart. Thanks to this, and his advanced age, he commands respect within the House.&lt;br /&gt;
&lt;br /&gt;
==== Jon Arnsson, follower of Bjornaer ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 98 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Pious +3, Conflicted Loyalties +2, Peaceful +2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Lindengilde (Linder Guild)&lt;br /&gt;
Jon Arnsson serves the council on the Seat of the Stag. He assumed this role at the Gathering of Twelve Years in 1167, little suspecting that the job of protector of the covenant would become so important in the following year. Jon has an additional problem in that he is a devout Christian, and as such believes that the invasion by King Valdemar I was righteous, supported as it was by the Church. As he is also fiercely loyal to Crintera, his loyalties are seriously divided. Needless to say, despite his genuine faith, his ideas would be considered heretical by any other Christian. Jon has the heartbeast of a lion, although by nature he is gentle and detests violence — but he sees the need for it in some circumstances. Apart from Urgen, Jon is the eldest member of the council, and a fervent Harmonist. In his role as protector, he takes it upon himself to participate in Marches against members of his House, if feasible.&lt;br /&gt;
&lt;br /&gt;
==== Phyllia, follower of Bjornaer ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 58 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Curious +3, Restless +1, Discreet –3&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Weissdorngilde (Hawthorn Guild)&lt;br /&gt;
Phyllia is the Eagle Elder, in charge of keeping the council informed of the doings of the rest of the Order. She travels widely and has contacts all over the Tribunal (and beyond), but is a notorious gossip and largely incapable of keeping any secrets she discovers to herself. She has the heartbeast of a polecat, and believes in the Harmonist viewpoint.&lt;br /&gt;
&lt;br /&gt;
==== Ardea, follower of Bjornaer ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 83 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Neutral +2, Serene +2, Hungry for Knowledge +1&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Weissdorngilde (Hawthorn Guild)&lt;br /&gt;
Ardea holds Seat of the Swan, and has the heartbeast of a heron, like all who take this seat. She is quiet and contemplative, and rarely offers an opinion on political matters. Thus far she has studiously avoided committing herself to either the Harmonist or Wilderist viewpoint, knowing that her opinion holds much weight with others, famous as she is for her foresight and her divinatory powers. She has the thirst for magical knowledge that might be expected of members of House Bonisagus rather than Bjornaer.&lt;br /&gt;
&lt;br /&gt;
==== Istvan Padas, follower of Bjornaer ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 48 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Hot-Headed +3, Brave +2, Subtle –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Weissdorngilde (Hawthorn Guild)&lt;br /&gt;
Istvan Padas occupies the Seat of the Horse, appropriately enough, as his heartbeast is that of a magnificent stallion. He is the youngest of the Elders and the most willful — a magus of action rather than thought. He is descended from a line of horse-shaped Bjornaer who were inducted in the early days of the Order into the House from the invading Magyars (see &#039;&#039;&#039;&#039;&#039;Chapter 2: History, Rise of the New Empire&#039;&#039;&#039;&#039;&#039;). His stance as a Wilderist is supported strongly by his lover [[Guardians of the Forest Chapter Nine: The Eastern Marches#Hertha Lake|Zora, the faeblooded priestess of Hertha]].&lt;br /&gt;
&lt;br /&gt;
==== Other magi ====&lt;br /&gt;
Occasionally, other Bjornaer magi take up temporary residence at Crintera. Since the membership of the covenant is strictly limited to the six council seats, such magi always retain the status of a “guest,” even though they may stay for years before they either depart or are voted onto the Council of Elders. Visiting Bjornaer magi may establish a temporary sanctum on the third (penultimate) level of the regio. One such current guest is Caprea. In a unfortunate recent incident, she accidentally blinded the familiar of a visiting Jerbiton magus from Oculus Septentrionalis, Carolus, ironically sent from his covenant to Crintera as a peace envoy of sorts. As a result, relations between the two covenants have further worsened. Caprea is currently consulting Crintera’s library to put the finishing touches to her bestiary, which she will present at the next Tribunal.&lt;br /&gt;
&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
Crintera’s covenfolk mostly remain on the mundane or first level of the regio. Several of them can change shape, either due to their own power or because of magic given them by the magi. The turb of the covenant has historically been large, with a reputation as the fiercest and most bestial of all the Rhine covenants’, although it is becoming increasingly hard to recruit new blood due to the spread of the Church over Rügen, and numbers are dwindling. The grogs are all trained in wood-craft as well as fighting.&lt;br /&gt;
&lt;br /&gt;
The grogs and covenfolk are divided into six clans, named just as the six seats of the Elders. Each Elder is responsible for the maintenance and conduct of his clan, with which the elder usually has a strong bond. The clans are based on family, although they also adopt members. The six round-houses exist on all the regio levels; on the first, they serve as familial residences for the clans, and on the second, they serve as barrack-houses. Clan warriors are chosen because they have the heartbeast of his clan animal, or a similar one. The turb trains in a large practice ground on the second regio level, where each grog takes on some of the characteristics of their clan animal, which strongly influences their wild fighting style. Each clan, therefore, does battle as a separate unit with a distinctive technique, and with its own choice of specialized weapons. Each has a different shield design (a depiction of their clan animal).&lt;br /&gt;
&lt;br /&gt;
The Wolf Clan make up the bulk of the covenant’s warriors and servants, and its primary duty is to protect the Prima, to whom its members are fiercely loyal. The clan leader, chosen by the Prima, serves as her personal shield grog and carries a shield enchanted with defensive magics. Within living memory, the clan leader has always been a wolf skinchanger. They fight with axes, emulating the swiping claws of their clan beast.&lt;br /&gt;
&lt;br /&gt;
The largest and strongest men are usually chosen for membership of the Bear Clan. They are the covenant’s fiercest warriors, and it is considered an honor to be a member. The mace is their preferred weapon, although they also specialize in supernatural inhabitants, although he is not allowed to practice his religion in Crintera itself.&lt;br /&gt;
&lt;br /&gt;
== Pomerania ==&lt;br /&gt;
Pomerania is a sparsely-populated realm of Slavic peoples in between the Baltic Sea and Poland, bordering the Novgorod Tribunal. Most of the towns are huddled along the coast or rivers, away from the primal inland forests. It has only belonged to the Holy Roman Empire since 1181, when Frederick Barbarossa awarded it to Bogislaw, declaring him a duke of the empire. The years since have seen an increase of German migration into Pomerania. The current ruler is Prince Mestwin I, who has sworn an oath of allegiance to Valdemar II of Denmark. He dies on the 1st of May 1220, leaving four sons, the oldest of whom, Swantopolk, becomes duke. In contrast to the rest of Germany, the power and holdings of the Church here are small. However, the unscrupulous Knights of the Sword are now active here, founding Christian towns and monasteries, and rooting out the remnants of paganism in the forests with religious fervor.&lt;br /&gt;
&lt;br /&gt;
=== The Knights of the Sword ===&lt;br /&gt;
The Livonian Order was founded in 1202 by Albert von Buxhövden, bishop of Riga, in order to prosecute a crusade against the pagan tribes of Livonia (some distance to the east of Pomerania along the Baltic coast, in the Novgorod Tribunal). Its rules and practices were largely based on those of the Knights Templar. In 1211, the Knights of the Sword, as they are commonly known, captured the town of Fellin in Livonia, which now forms their base of operations, brutally slaughtering captives and forcibly baptizing townsfolk. The Knights are increasingly out of control, with murder, rape, and robbery commonplace during their violent conquests. They have an uneasy alliance with the Danish king and Bishop Albert, who struggles in vain to control their excesses.&lt;br /&gt;
&lt;br /&gt;
Although the main center of their activity is some distance to the east, the Knights maintain a presence in Pomerania, where their campaigns are mostly successfully concluded — or at least, there is no longer any organized resistance to the Church. A number of knights have settled here, among the numerous estates seized by the Order — these lords are rightfully feared, especially among those folk whose Christian piety may be lacking.&lt;br /&gt;
&lt;br /&gt;
=== The Holm Oak of Romowe ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 45 (currently 30 due to entrapment)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Domineering +3, Cruel +1&lt;br /&gt;
* &#039;&#039;&#039;Special Powers:&#039;&#039;&#039; Grant Flaw (Depression; upon anyone who breaks a branch or kills an animal), Possession (anyone who takes a branch of the tree)&lt;br /&gt;
The Pomeranian Forest is one of the most oppressive and fearsome in Germany. Dominated by pine, fir, holly, and evergreen oak, it remains green and dark all year around. Its borders spill over into Pomerania and Poland, and it is reputedly a stronghold of witches and werewolves. In the northern reaches of the forest there is a sacred grove called Romowe; all locals know the perils of breaking a twig or slaying a beast there. Dominating the center of the grove is a massive holm (evergreen) oak, bedecked with ribbon of cloth and talismans. A small band of foresters tends the grove, ensuring that a fire beneath the oak’s boughs never goes out. The fire is fed with fallen branches. Contrary to first appearances, this is not a pagan revival; the foresters know that if the fire ever goes out, the malevolent spirit of Romowe will escape. Even taking a twig from the tree releases some of the ancient evil of the oak, causing some calamity to the taker. When Romowe was last free, it possessed a human who violated the sacred grove; the spirit became a tyrant, ruling over the whole region. It took St. Adalbert of Prague to defeat the spirit, drive it back into the Holm Oak, and light the fire that keeps it trapped.&lt;br /&gt;
&lt;br /&gt;
==== Story Seed: Taking a Bough ====&lt;br /&gt;
Suspecting the power of the Holm Oak, a magus steals a bough to make into his talisman. A substantial portion of Romowe’s spirit enters the branch, and then possesses the magus. Under the influence of Romowe’s spirit, this powerful Herbam specialist begins to flagrantly break the Code of Hermes by exerting his dominance over the people of the region while restoring the forest to its former glory.&lt;br /&gt;
&lt;br /&gt;
=== The Werewolves of Pomerania ===&lt;br /&gt;
Witches and werewolves are staples of the fire-side stories in Pomeranian villages, but these stories are not told for entertainment — they are warnings. The villagers are ever vigilant for signs that might give one of their neighbors (and especially strangers) away as one who walks in a different form when the moon is full; signs such as unusual features or accents, a bad reaction from animals, or a prickly feeling on the back of the neck.&lt;br /&gt;
&lt;br /&gt;
The ability to change shape is inherited — reliably if both parents are werewolves, not quite so reliably if only one of the parents is. There are distinct lineages of the shapeshifters, which form a wide-reaching extended family. Some seek to live lives entirely separate from the rest of humanity, others delight in their bestial side and have no difficulty preying on the livestock and children of humans. Only once a year, on Walpurgis Night (April 30th), do the werewolf factions of a region meet. While within the glow of the huge bonfires that the shapeshifters build, they are forbidden by ancient compacts to fight. This night is for settling arguments, agreeing on territorial boundaries, and reaffirming kinships. In addition, it is the time that the youngsters hear the legends of the shapeshifters, including their glorious past united under a war-leader against the Romans, and how the traitor Bjornaer turned on her heritage and took their secrets to the Roman priests. It was because of this, so the shapeshifters believe, that they are no longer the kings of men, but instead skulk on the fringes of human society. This is the only organization of these werewolves that exists, contrary to the beliefs of House Bjornaer.&lt;br /&gt;
&lt;br /&gt;
A child born into a werewolf family will acquire the Skinchanger Virtue. Those unlucky enough to be born into human families will usually acquire the Lycanthrope Flaw, and be unable to control their change. Animals often seem to be able to detect these werewolves, getting nervous in their presence. This will cause startled fear in small animals, skittishness in horses, and frenzied barking in dogs, unless the shapeshifter is lucky enough to have the Animal Ken Virtue. At the option of the storyguide, there may be clans of skinchangers who can change into bears or lynx instead of wolves. Some members of the shapeshifter families (particularly women) develop stronger supernatural powers; these witches gain the Shapeshifter Virtue instead, and often have other magical abilities, such as Entrancement, or Second Sight. They are treated with great respect by their kin, and tend to be as malefic or peaceful as the rest of their clan. Bjornaer the Founder was one of these witches.&lt;br /&gt;
&lt;br /&gt;
Pomeranian werewolves may make suitable companion characters; along with the Virtue or Flaw that allows them to change shape, the following may also be appropriate:&lt;br /&gt;
* &#039;&#039;&#039;Virtues:&#039;&#039;&#039; Animal Ken, Close Family Ties, Ways of the (Land), Wilderness Sense&lt;br /&gt;
* &#039;&#039;&#039;Flaws:&#039;&#039;&#039; Dependants, Enemies (Rival clans), Feral Upbringing, Magical Air, Offensive to Animals, Reclusive, Tainted with Evil&lt;br /&gt;
&lt;br /&gt;
=== Stettin ===&lt;br /&gt;
Stettin is a small port city on the River Oder, overlooked by an old Wendish fortress, which is the ancestral home of the Pomeranian rulers. Since the middle of the 12th century, Germans have begun to settle in the city. They have funded the construction of the church of St. Jakob, completed in 1187.&lt;br /&gt;
&lt;br /&gt;
=== Rethra ===&lt;br /&gt;
Rethra was once a great Slavic pagan fortress-temple, much like its ancient rival, [[Guardians of the Forest Chapter Nine: The Eastern Marches#Arkona|Arkona]]. A triangular citadel enclosed the great Oracle of the god Radegast. Each of the three walls, adorned with paintings of ancient gods, holds a gate; two lead to the surrounding forest and the third backs onto a holy lake. For a number of centuries this site was also a covenant inhabited by Slavic magi-priests, but it entered a deep Winter for a century or more, as the local forest folk abandoned the site and their old beliefs. Nearly twenty years ago, the Knights of the Sword arrived to desecrate and plunder the already-crumbling temple. No word had been received from the magi of Rethra for many decades; the Tribunal of 1207 therefore declared the covenant abolished. The site, however, retains a Faerie aura of 4. The nobility of [[Guardians of the Forest Chapter Seven: The Lowlands#Rostock|Mecklenburg]] still come here in secret to honor their god, even though his “priests” have passed away.&lt;br /&gt;
&lt;br /&gt;
==== Story Seed: Raiding the Temple ====&lt;br /&gt;
Rethra might be haunted by the ghosts of long-dead magi, or perhaps it still houses an ancient magus on the cusp of Final Twilight. In either case, the Oracle might be a source of Intellego vis; however, the princes of Mecklenburg will not appreciate magi plundering the mouthpiece of their god.&lt;br /&gt;
&lt;br /&gt;
== The Margrave of Brandenburg ==&lt;br /&gt;
Low-lying lands on the eastern bank of the River Elbe comprise the March of Brandenburg, founded by Albert the Bear in 1150, a Saxon who adopted the title of margrave after his vigorously successful campaigns against the Wends. Since then it has been ruled by his descendants, the Ascanian line, and is populated by a mixture of Germans and Wends, now much intermingled. In 1220 the current margrave, Albert II, dies and is succeeded by Otto III “the Pious.” The land is mostly forest, but is gradually being cleared to make way for farmland.&lt;br /&gt;
&lt;br /&gt;
=== Brandenburg ===&lt;br /&gt;
The only city of note in the Margravate of Brandenburg east of the Elbe occupies the site of an old Wendish settlement, straddled across three adjacent islands in the River Havel. The middle of the three houses a cathedral rebuilt by Albert the Bear. This was the first bishopric to be established east of the Elbe, in 948, by Otto the Great, although it was temporarily lost after a Slavic counterattack later that century.&lt;br /&gt;
&lt;br /&gt;
== The Margrave of Meissen ==&lt;br /&gt;
A moderately populated rolling land dotted with several towns and small cities, the Margravate of Meissen is the most civilized of the Eastern Marches. Nevertheless it is still a bit of a backwater of the empire, unimportant in politics, trade, or the Church. Perhaps this is due in part to the unfortunate geography of its borders — it is bounded by the impenetrable Thuringian Forest and Ore Mountains to the south, and by the Elbe and Saale rivers to the north. The Wettin dynasty has ruled here since 1089; the current margrave is Dietrich the Oppressed.&lt;br /&gt;
&lt;br /&gt;
The last Hermetic covenant in Meissen was Sirmium, which was destroyed in the 10th century by invading Magyars. At that time the margravate was a very different place. There now appears to be a dearth of magical sites and vis sources — those that were known to the Order were destroyed along with Sirmium long ago.&lt;br /&gt;
&lt;br /&gt;
=== Meissen ===&lt;br /&gt;
The city of Meissen, on the left bank of the River Elbe, is the seat of the eponymous margravate, with the margraves residing on the Burgberg (Castle Hill) above. This stronghold was founded in 929 by Henry I, and in 963 Meissen became the seat of a bishopric. It has a prosperous market where German merchants mingle with traders from Lusatia, Silesia, and Poland, although the city is not yet grand or rich enough to have built its own cathedral.&lt;br /&gt;
&lt;br /&gt;
The Bastei, upstream from Meissen near the Ore Mountains, is a spectacular set of limestone cliffs and rocks, some a thousand feet tall, overlooking the Elbe. In fact there are many unique and dramatic rock formations around this hilly region, and also in southern Lusatia immediately to the east.&lt;br /&gt;
&lt;br /&gt;
=== The Ore Mountains ===&lt;br /&gt;
The Erzgebirge (Ore Mountains) are a bleak and unsettled range covered with evergreen forest, adjoining the Spruce Mountains in Franconia. The River Elbe punctures the eastern end, forming the principal connection between Meissen and Bohemia. Although this region is wild, silver and tin have recently been discovered in its slopes, giving rise to a handful of mining towns and villages, the biggest of which is Freiberg (Free Mountain), founded in 1186. Due to a 12th-century imperial decree, anyone may come to these hills to prospect for minerals and keep the proceeds.&lt;br /&gt;
&lt;br /&gt;
== The Margrave of Lusatia ==&lt;br /&gt;
In contrast with Meissen, the Margravate of Lusatia (or Luzica in its native tongue), east of the Elbe bordering Silesia, is mainly forest wilderness. Most of the sparse settlements are populated entirely by Sorbs, although it has for several generations been ruled by the margraves of Meissen.\\&lt;br /&gt;
&lt;br /&gt;
=== Bautzen ===&lt;br /&gt;
Bautzen (Budysin), not too far from the city of Meissen, is the only place in Lusatia with any real German inﬂuence. In 1018, the Peace of Bautzen was signed here by Henry II, ceding the territory to the Polish king Boleslaus I, but it reverted to the empire in 1033. The Knights of the Sword maintain a sizeable fortiﬁcation here, where slaves (mostly from Pomerania) are kept before transporting them south to the market in Prague.&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Guardians_of_the_Forest_Chapter_Ten:_Bohemia&amp;diff=20360</id>
		<title>Guardians of the Forest Chapter Ten: Bohemia</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Guardians_of_the_Forest_Chapter_Ten:_Bohemia&amp;diff=20360"/>
		<updated>2025-06-21T12:31:07Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Ioannes Acer, follower of Merinita */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bohemia ==&lt;br /&gt;
== Irenciallia ==&lt;br /&gt;
{{InWorldCitation|Immutable in the depths of rivers,&amp;lt;br&amp;gt;&lt;br /&gt;
In the eternal twilight of forests,&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of the old days live on|inscription above the gate to Irencillia}}&lt;br /&gt;
&lt;br /&gt;
Irencillia, the domus magna of House Merinita, hidden deep in faerie woods, was founded when this area was wild and uncivilized. Due to the meddling of members of the covenant the area is still largely untouched, and Irencillia has a timeless quality, seemingly unaffecte by the passage of years. The encroachment of humans into traditionally faerie areas has caused members of House Merinita to come to their domus magna in larger numbers, and the Autumn covenant has never been as large as it is now. Irencillia has little to do with the politics of the area or of the Tribunal as a whole, preferring seclusion above all else.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Irencillia was never the home of Merinita herself, contrary to current belief. It was established by Quendalon, second Primus of the House, when he returned from Arcadia and turned House Merinita towards the path of the fae. Since that time the covenant has remained unchanged — and ever changing.&lt;br /&gt;
&lt;br /&gt;
==== The Lost Domus Magna ====&lt;br /&gt;
Merinita was descended from the Roman priestesses of Diana who penetrated the German wilderness while the priests of Mercury tried to build their walls around it. She was the last priestess; the cult was in its ﬁnal death throes due to the waves of Christianization following Charlemagne’s conquests, and it took all of Trianoma’s persuasive power to draw her from her temple to join the Order. Irencillia was not her original home, however; rather, it was built by Quendalon. The House knows that Irencillia was not the temple to Diana, but they do not remember where the original temple is, nor what it was called.&lt;br /&gt;
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=== Setting and Physical Description ===&lt;br /&gt;
Irencillia is located in the northern stretches of the Bohemian Forest, bordering the Bohemian plain. Primarily composed of beech and oak, this part of the forest does not have dense undergrowth, just an expanse of brown leaves beneath the wide green canopy of the trees. Low-growing shrubs are discouraged by the numerous fallow deer who dwell here, and wild boar root around in the leaf litter searching for acorns, beechmast, and mushrooms. There are only a few wolves, who prefer the cover in the denser southern and eastern reaches. Lynx and bears are relatively common.&lt;br /&gt;
&lt;br /&gt;
Many people approaching Irencillia for the ﬁrst time expect to see a faerie castle built out of living wood, populated by elegant courtiers; this is exactly what they see. Other, more practical heads expect a forest hamlet, peopled by foresters wearing oak-green and earth-brown; once again, this is precisely what they see. Mixed groups of visitors, each with their own preconceptions, see different things before them. Some might see a wooded hill with a trilithon leading to an underground labyrinth. Others might experience a narrow gully whose high walls are dotted with cave entrances populated by humans with twisted forms. Wanderers through the region  who do not know of the covenant’s existence see what they expect as well — nothing but open expanses of woodland. This curious property of the covenant has existed for many centuries, and no-one knows whether it is a spell, a faerie power, or something else.&lt;br /&gt;
&lt;br /&gt;
All views of the covenant have a few features in common. Some form of boundary surrounds the entire covenant, whether this be a wooden palisade, a dry-stone wall, or a tall thorny hedge. Through this wall there is a single gateway that may or may not have a door, above which is an inscription (which may be elegantly carved into stone, roughly scratched into a plank of wood, or otherwise etched), said to be the last words uttered by Merinita before her disappearance in 785 AD.&lt;br /&gt;
&lt;br /&gt;
The different appearance of the covenant to each visitor is more than just visual illusion — it is a peculiar faerie glamour that causes the actual experience of the covenant to differ between individuals. A wall that feels like smooth marble to one person will be living woven withies to another, and if one plucks a leaf, the other character will swear blind that it is a chip of marble. Likewise, the covenfolk will appear different. A character experiencing an underground tumulus will ﬁnd the covenfolk to be short, squat, and ugly, and might get strange looks from those seeing the covenant as a faerie castle, as they will seem to be talking to the chest of a tall lady of the court. The covenfolk seem oblivious to these inconsistencies, but then, it is impossible to tell precisely what version of Irencillia they are experiencing! Presumably, this effect should be stopped by sufﬁciently strong magic resistance, although no Hermetic magus has ever reported this occurring — but then, it would be difﬁcult to know if the view you were seeing was the real one, anyway. If a piece of Irencillia’s physical structure is removed from its aura, it will turn into dust, dried leaves, and twigs once the sun rises or sets.&lt;br /&gt;
&lt;br /&gt;
No one ever forms the same global picture of Irencillia — it is impossible to construct a map of the place that would be of any use to another. Some areas have a “ﬁrm reality” where a consensus picture has emerged: the sancta of the magi, for example. Each magus has a ﬁrm idea of what their own sanctum looks like, and this reality fairly quickly establishes itself. The sancta become highly personalized, taking the form of castles, town-houses, mysterious gardens, barrows, and so on. To a lesser extent, important communal covenant areas (such as the library, council chamber, and dining hall) take on a consensus. The other details, the connecting paths or walkways, and the conﬁguration and placement of buildings always remain highly subject to personal interpretation.&lt;br /&gt;
&lt;br /&gt;
The Faerie aura of Irencillia is highly patchy. All areas within the boundary wall have an aura of at least 1, and sancta have been established where the aura is strongest (up to a strength of 6), but the strangest places can have unexpectedly high aura values. For example, a covered walkway that leads to the kitchens has a Faerie aura of 4 along its length. Some (but by no means all) of the patches of high Faerie aura reside within a regio; most of the sancta of the magi fall into this category. Each regio entrance is marked with a symbol, such as a badger’s head or a crescent moon. The meaning of these symbols is not readily understood by outsiders. It is theorized that the scattered aura and fragmented regiones of Irencillia are the product of an immense magical out-pouring; those who know the early history of the House will realize that the war between Quendalon and Myanar was just such an event.&lt;br /&gt;
&lt;br /&gt;
Those not expecting to find a covenant in the midst of the Bohemian Forest will not see it. Nevertheless, these rare visitors will wander through its halls, seeing only dense undergrowth and the occasional forest animal. Such visitors are strictly avoided by Irencillia’s inhabitants, and eventually they will ﬁnd the exit and wander out, none the wiser.&lt;br /&gt;
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==== The Maddenhofen Woods ====&lt;br /&gt;
This name is given to a stretch of woods on the northwestern fringe of the Bohemian Forest by the members of House Merinita. Irencillia is particularly protective of these woodlands, although they do not apparently collect vis here. The woods are well-known due to the disappearance of Tytalus here in 807 AD, who claimed he was planning to face the Queen of all the Fae. While followers of Merinita scoff that such a Queen would ever exist, a powerful faerie does indeed live in the Maddenhofen Woods. She is capable of granting one’s Heart’s Desire, but those who ask must afterwards perform a task for her; and as yet, no one has ever completed one of these tasks.&lt;br /&gt;
&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
Irencillia consists of two co-existing cultures, human and fae. Every magus resident at Irencillia has a “double” in the faerie court. These fae partners do not necessarily resemble their human counterparts closely, but it is usually easy to match faerie with magus. For example, a faerie double might adopt the same style of clothing as his counterpart, or resemble his familiar. He may have the same identiﬁable feature, such as a birth-mark or long nose. Inhabitants of Irencillia refer to these faeries as caricatures, and soon grow to ignore them. The caricatures lead lives separate from their humans, but they will often be found dining together, or standing near each other at public events, even though they are seemingly ignoring each other’s presence. Any magus who lives at Irencillia for more than a season will gain a caricature, raised from the ranks of the servant-folk. The prospective copy will begin by shadowing his target for a season, gradually adopting the target’s mannerisms and changing his appearance. At the end of this time, the caricature is complete and the two return to independent existence. This process can be quite spooky, even for Merinita who haven’t been apprenticed at Irencillia. Upon the death or departure of a magus, his caricature will return to the ranks of the covenfolk and gradually lose its individuality. In game terms, every long-term resident of Irencillia gains the Faerie Friend Flaw for the duration of his or her visit.&lt;br /&gt;
&lt;br /&gt;
The Faerie Might of a caricature varies. It often becomes higher over time, up to a maximum determined by the status of the magus at Irencillia. This status does not necessarily equate with magical power, although old magi do tend to have powerful caricatures. Political power or a deep understanding of faerie ways can also cause caricatures to become strong. Some magi who revel in their caricatures by adopting their mannerisms and personalities have found in return that they become quite closely tied to their faerie copy. The two may become more difﬁcult to distinguish from each other, and become Arcane Connections to each other.&lt;br /&gt;
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=== Magi ===&lt;br /&gt;
==== Handri, Primus of House Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 81 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Obsessively Secretive +6, Indecisive +1, Secure in Position –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Handri, the Primus of House Merinita, is a secretive man who shares his concerns and plans with only his most trusted advisors. Whereas his predecessor Vinaria encouraged political dialogue with the Primi of other Houses, Handri has turned his attentions wholly to the faeries, conducting long private diplomatic missions into faerie areas. Rumors suggest that he has even met with survivors of House Diedne. Handri is equally secretive about his magical abilities — none can be found who have witnessed him using magic (or will admit to having witnessed it) apart from his signature spell, which earned him the status of [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs#Upon Being a Rhine Magus|master]]). Handri has been a magus for about six decades and has trained two apprentices, Iacob and [[Guardians of the Forest Chapter Eight: Central Germany#Beechleaf, follower of Merinitia|Beechleaf]], but has not yet (apparently) sought the status of archmage. His caricature is the Queen of Irencillia’s fae, an imperious-looking woman by the name of Rosmert. The caricature of the Primus is always the monarch of the Faerie Court, but whether there is a single, shape-shifting ruler or whether the king or queen changes as regularly as the Primus remains unknown.&lt;br /&gt;
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==== Vinaria, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 97 (Archmage)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Enigmatic +3, SelfAssured +3, Hostile –3&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Vinaria was the previous Prima of the House, but she stepped down after being outmaneuvered in its politics by her successor, Handri. Initially, it was claimed that she had entered “Faerie Twilight,” but seven years later she returned with no apparent change in her appearance or personality. Secretly, Handri is scared of her — since her return he feels that she has an inner strength that never existed before. He avoids her at all costs, and even allows her to do what she wants without interference. Vinaria is politically strong — in her days as Prima, she held long councils with many of the other Primi, and is exceptionally good at manipulating these contacts to her own ends. Her caricature was the faerie king of Irencillia, who is now Handri’s caricature; since her return, she has mysteriously not acquired another, which is another cause of unease for Handri. Her magic is particularly strong in the raw elemental arts, although her spells are always clothed in beautiful glamour.&lt;br /&gt;
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==== Glesig, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 62 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Impatient +2, Friendly +1, Tolerant of Fools –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Glesig is considered to be the member of House Merinita who is most versed in the subterranean fae. She is a massiveboned maga with plain features, although her hair appears to be made of threads of shining copper due to Twilight. Naturally, she specializes in Terram magics. Her caricature, Humnel, has taken the seeming of an immense troll, and Glesig has made him into her faerie familiar. Humnel is very protective of his mistress and particularly dislikes her being insulted.&lt;br /&gt;
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==== Iacob, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 43 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Independent +2, Suspicious +1, Talkative –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Iacob filius Handri is the most politically active magus of Irencillia (excepting perhaps Vinaria), being the somewhat precocious leader of the Elder Gild. He is also in charge of a secret project conceived by Handri upon his succession to the position of Primus of House Merinita — to establish a religion in the name of the fae. Iacob is careful not to reveal any magical powers to the mundanes; nevertheless, should the Quaesitores find out about the scheme they will be deeply unhappy. Iacob is a master of Mentem magics, achieving that rank at a notably young age, and has invented a number of spells that implant thoughts and ideas in the minds of his targets. He is a tall man, apparently in his early thirties (but actually a decade older), who has a charming personality and an almost hypnotic voice. His caricature is Nestor, a white crow who accompanies him on his travels.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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===== The God of Truth =====&lt;br /&gt;
In the last decade, a new religion has sprung up in the villages near the Bohemian Forest. It is a dualist faith: there is a God of Truth, who created the cosmos, and a God of Law, who created and rules the material world, but who cares not for its inhabitants. Proponents of the faith teach that the Church is in error, worshipping the stern God of Law rather than the God of Truth, who instead can only be found in the wild places of the world. The God of Truth is immaterial, unable to manifest in a world made and ruled by the cold god of the cities. Instead, he has sent his angels to show man the way. These angels are apparently what man calls faeries. The religion has no clear catechism other than a reverence for the wild and an abandonment of the churches; those churchmen who know of it are finding it difficult to crush a religion with no clear leader and no obvious means of transmission.&lt;br /&gt;
&lt;br /&gt;
There is a leader, however. Stories tell of the Prophet Iacob, identified by the presence of an albino crow who always accompanies him. The arrival of the Prophet cannot be predicted, and no-one knows where he goes. He never preaches, but wherever he is seen the new religion seems to spontaneously arise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gravis, follower of Bonisagus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 33 (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +2, Driven +2, Sensitive +1&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Eichengidle (Oak Guild)&lt;br /&gt;
Gravis has come to Irencillia to pursue his life-long fascination with the fae. He is from House Bonisagus, and has found it particularly frustrating that he has been unable to grasp even the basics of Faerie Magic, despite having a knowledge of Faerie Lore that exceeds that of many Merinita magi. Gravis has avoided becoming bitter, however, and still works toward his goal. His caricature Danket is almost his opposite; a grumpy, stick-thin dwarf with a perpetual scowl that contrasts with Gravis’ chubby frame and sunny disposition.&lt;br /&gt;
&lt;br /&gt;
==== Richenda Spinosa, follower of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 28 (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Bitter +3, Prickly +2, Fae –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Richenda is a very atypical member of House Flambeau. As an apprentice she showed a great aptitude for flame-magics, but it was unknown to her master (Indulius of Fengheld) that this was due to her secret faerie heritage, descended as she was from Kupala, a faerie lord who guards the Fire Flower in Slavic lands. Her master’s bungling (in her opinion) scarred her Gift, and she was left unable to use fire magics except with great difficulty. Her natural aptitude for Herbam made her a laughing stock in her House, particularly when they learned that she had faerie blood. Richenda has become a very angry young maga with an affinity for spells involving thorns, and has sworn vengeance on her master. She has not fully come to terms with her fae side, although her caricature Jennis is helping here; he appears to be a male version of the Polish maga, and they have learned much from each other.&lt;br /&gt;
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==== Ioannes Acer, follower of Merinita ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int +2, Per 0, Pre +1, Com 0, Str +1, Sta +1, Dex +1, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 23 (23) (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 1 (3)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; The Gift; Journeyman; Flawless Magic; Deft Art (Herbam), Elder Gild Trained, Knight, Skilled Parens, Special Circumstances (When riding); Creative Block; Deleterious Circumstances (in city), Magical Animal Companion, Reckless, Short Lived Magic, Vow (Chivalry)&lt;br /&gt;
* Personality Traits: Brave +3, Honorable +3, Deep Thinker -2&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Greatsword&#039;&#039;: Init -1, Attack +8, Defense +4, Damage +10&lt;br /&gt;
** &#039;&#039;Lance (mounted)&#039;&#039;: Init -1, Attack +11, Defense +6, Damage +6&lt;br /&gt;
** &#039;&#039;Fist&#039;&#039;: Init -3, Attack +5, Defense +4, Damage +1&lt;br /&gt;
* &#039;&#039;&#039;Soak:&#039;&#039;&#039; +8 (full metal scale), +5 (half metal scale)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, -1, -3, -5, Unconscious&lt;br /&gt;
* &#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Animal Handling 2 (steeds), Artes Liberales 1 (writing poetry), Brawl 3 (punch), Charm 1 (ladies), Code of Hermes 1 (fae), Concentration 1 (Herbam spells), Etiquette 2 (fae), Faerie Lore 2 (knights), Faerie Magic 2 (Herbam spells), Finesse 1 (Rego), High German 5 (flowery language), Great Weapon 2 (Lance), Latin 4 (about plants), Magic Theory 4 (recognizing spells), Order of Hermes Lore 2 (Elder Gild), Parma Magica 2 (Rego spells), Penetration 1 (Rego), Ride 2 (Kervus)&lt;br /&gt;
* &#039;&#039;&#039;Arts:&#039;&#039;&#039; Cr 6, In 1, Mu 7, Pe 0, Re 10; An 3, Aq 0, Au 0, Co 3, He 10, Ig 0, Im 1, Me 0, Te 6, Vi 3&lt;br /&gt;
* &#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Half scale mail (made in bronze), great sword, lance.&lt;br /&gt;
* &#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 3 (4)&lt;br /&gt;
* &#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Soothe the Ferocious Boar&#039;&#039; (ReAn 10) +15, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Bind Wound&#039;&#039; (CrCo 10) +11, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;Bridge of Wood&#039;&#039; (CrHe 20) +18, Mastery 1 (Still Casting)&lt;br /&gt;
** &#039;&#039;Transformation of the Thorny Staff&#039;&#039; (MuHe 10) +19, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Piercing Shaft of Wood&#039;&#039; (Mu(Re)He 15) +19, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;Repel the Wooden Shafts&#039;&#039; (ReHe 10) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Strike of the Angered Branch&#039;&#039; (ReHe 15) +22, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;The Treacherous Spear&#039;&#039; (ReHe 15) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Coils of Entangling Plants&#039;&#039; (ReHe 20) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Eyes of the Treacherous Terrain&#039;&#039; (InTe 15) +9, Mastery 1 (Still Casting)&lt;br /&gt;
** &#039;&#039;Wielding the Invisible Sling&#039;&#039; (ReTe 10) +18, Mastery 1 (Multiple Casting)&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; A young, robust-looking magus, with flowing golden locks and a sun-burnt youthful face. He is invariably dressed in ornate bronze scale armor polished to mirror-brightness, but never wears a helm. He carries a shield with his device (a white field with a green sycamore leaf), and a lance. His caricature has taken the form of a huge stag called Kervus who is capable of bearing his weight, and Ioannes rides him everywhere, even practicing his jousting from atop this magnificent beast. When not mounted, he usually removes part of his armor.&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ioannes Acer is the youngest apprentice of Archmage Vinaria, freshly Gauntletted. He is young, idealistic, and bound up in a romantic notion of chivalry and honor which that not serve him well should he leave the protective atmosphere of Irencillia. Note that his status as Knight (and its accompanying Vow of Chivalry) has been granted by a Faerie Court, not by a mundane one. Secular lords (should he come into contact with them) will recognize his status, as long as they do not probe too deeply into the identity of his liege. Ioannes would make a suitable player character.&lt;br /&gt;
&lt;br /&gt;
==== Other magi ====&lt;br /&gt;
There are three other magi at Irencillia, all members of House Merinita. The storyguide should let his or her creativity run wild with these magi (and their caricatures) — they are likely to be both powerful and eccentric.&lt;br /&gt;
&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
The covenfolk of Irencillia seem to be an anonymous group. None really stand out from any of the others, and they are as unobtrusive as possible, ignored in the main by magi and their caricatures alike. Their actual appearance depends upon what version of Irencillia is being experienced — they may be a squad of goblin-like creatures, else they might be elfin ladies dressed in pastel shades, or hairy outdoorsmen with more than a little animal blood in them. They are either humans with faerie blood or faeries who have dwelt too long among humans — they have lived at Irencillia among both peoples for so long now that it is impossible to tell. All have a Faerie Might of around 10, and some minor magical ability related to their job; thus, cleaners can animate brooms and pans to ease their work, cooks can make tasty meals out of meager pickings, and the librarian can cause books to come to him at a gesture. None of these powers rate as more than a first magnitude spell. No-one has ever reported the same covenfolk taking different appearances; as soon as one is identified uniquely from his fellows, he will always appear that way in future. The grogs of Irencillia are no different, although active duty has caused some to become more individual than others. Irencillia also employs a cadre of foresters who are more human than their other servants, primarily because they do not live in the covenant but rather in family groups in isolated forest bothies.&lt;br /&gt;
&lt;br /&gt;
=== Story seeds ===&lt;br /&gt;
==== The Return of Tytalus ====&lt;br /&gt;
A young follower of Tytalus enters the Maddenhofen Woods, determined to ﬁnd her Founder. This Heart’s Desire is granted, and while she attempts to complete her task, Tytalus himself emerges from the woods, protected from the centuries by its Stasis power. What could his Heart’s Desire have been, and now that he has it, what will he do with it?&lt;br /&gt;
&lt;br /&gt;
==== Caricatures ====&lt;br /&gt;
A caricature is kidnapped, and used to exact revenge upon the magus to whom it has adopted, by exploiting the Arcane Connection between the two.&lt;br /&gt;
&lt;br /&gt;
One of the magi of Irencillia is occupied with an important project, with no time to attend the Tribunal gathering, and so sends his caricature in his stead, with some basic instructions. It remains to be seen whether the caricature will be able to successfully impersonate the magus, and avoid getting into mischief.&lt;br /&gt;
&lt;br /&gt;
== The Margravate of Moravia ==&lt;br /&gt;
== Roznov ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Guardians_of_the_Forest_Chapter_Ten:_Bohemia&amp;diff=20359</id>
		<title>Guardians of the Forest Chapter Ten: Bohemia</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Guardians_of_the_Forest_Chapter_Ten:_Bohemia&amp;diff=20359"/>
		<updated>2025-06-21T12:30:41Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bohemia ==&lt;br /&gt;
== Irenciallia ==&lt;br /&gt;
{{InWorldCitation|Immutable in the depths of rivers,&amp;lt;br&amp;gt;&lt;br /&gt;
In the eternal twilight of forests,&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of the old days live on|inscription above the gate to Irencillia}}&lt;br /&gt;
&lt;br /&gt;
Irencillia, the domus magna of House Merinita, hidden deep in faerie woods, was founded when this area was wild and uncivilized. Due to the meddling of members of the covenant the area is still largely untouched, and Irencillia has a timeless quality, seemingly unaffecte by the passage of years. The encroachment of humans into traditionally faerie areas has caused members of House Merinita to come to their domus magna in larger numbers, and the Autumn covenant has never been as large as it is now. Irencillia has little to do with the politics of the area or of the Tribunal as a whole, preferring seclusion above all else.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Irencillia was never the home of Merinita herself, contrary to current belief. It was established by Quendalon, second Primus of the House, when he returned from Arcadia and turned House Merinita towards the path of the fae. Since that time the covenant has remained unchanged — and ever changing.&lt;br /&gt;
&lt;br /&gt;
==== The Lost Domus Magna ====&lt;br /&gt;
Merinita was descended from the Roman priestesses of Diana who penetrated the German wilderness while the priests of Mercury tried to build their walls around it. She was the last priestess; the cult was in its ﬁnal death throes due to the waves of Christianization following Charlemagne’s conquests, and it took all of Trianoma’s persuasive power to draw her from her temple to join the Order. Irencillia was not her original home, however; rather, it was built by Quendalon. The House knows that Irencillia was not the temple to Diana, but they do not remember where the original temple is, nor what it was called.&lt;br /&gt;
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=== Setting and Physical Description ===&lt;br /&gt;
Irencillia is located in the northern stretches of the Bohemian Forest, bordering the Bohemian plain. Primarily composed of beech and oak, this part of the forest does not have dense undergrowth, just an expanse of brown leaves beneath the wide green canopy of the trees. Low-growing shrubs are discouraged by the numerous fallow deer who dwell here, and wild boar root around in the leaf litter searching for acorns, beechmast, and mushrooms. There are only a few wolves, who prefer the cover in the denser southern and eastern reaches. Lynx and bears are relatively common.&lt;br /&gt;
&lt;br /&gt;
Many people approaching Irencillia for the ﬁrst time expect to see a faerie castle built out of living wood, populated by elegant courtiers; this is exactly what they see. Other, more practical heads expect a forest hamlet, peopled by foresters wearing oak-green and earth-brown; once again, this is precisely what they see. Mixed groups of visitors, each with their own preconceptions, see different things before them. Some might see a wooded hill with a trilithon leading to an underground labyrinth. Others might experience a narrow gully whose high walls are dotted with cave entrances populated by humans with twisted forms. Wanderers through the region  who do not know of the covenant’s existence see what they expect as well — nothing but open expanses of woodland. This curious property of the covenant has existed for many centuries, and no-one knows whether it is a spell, a faerie power, or something else.&lt;br /&gt;
&lt;br /&gt;
All views of the covenant have a few features in common. Some form of boundary surrounds the entire covenant, whether this be a wooden palisade, a dry-stone wall, or a tall thorny hedge. Through this wall there is a single gateway that may or may not have a door, above which is an inscription (which may be elegantly carved into stone, roughly scratched into a plank of wood, or otherwise etched), said to be the last words uttered by Merinita before her disappearance in 785 AD.&lt;br /&gt;
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The different appearance of the covenant to each visitor is more than just visual illusion — it is a peculiar faerie glamour that causes the actual experience of the covenant to differ between individuals. A wall that feels like smooth marble to one person will be living woven withies to another, and if one plucks a leaf, the other character will swear blind that it is a chip of marble. Likewise, the covenfolk will appear different. A character experiencing an underground tumulus will ﬁnd the covenfolk to be short, squat, and ugly, and might get strange looks from those seeing the covenant as a faerie castle, as they will seem to be talking to the chest of a tall lady of the court. The covenfolk seem oblivious to these inconsistencies, but then, it is impossible to tell precisely what version of Irencillia they are experiencing! Presumably, this effect should be stopped by sufﬁciently strong magic resistance, although no Hermetic magus has ever reported this occurring — but then, it would be difﬁcult to know if the view you were seeing was the real one, anyway. If a piece of Irencillia’s physical structure is removed from its aura, it will turn into dust, dried leaves, and twigs once the sun rises or sets.&lt;br /&gt;
&lt;br /&gt;
No one ever forms the same global picture of Irencillia — it is impossible to construct a map of the place that would be of any use to another. Some areas have a “ﬁrm reality” where a consensus picture has emerged: the sancta of the magi, for example. Each magus has a ﬁrm idea of what their own sanctum looks like, and this reality fairly quickly establishes itself. The sancta become highly personalized, taking the form of castles, town-houses, mysterious gardens, barrows, and so on. To a lesser extent, important communal covenant areas (such as the library, council chamber, and dining hall) take on a consensus. The other details, the connecting paths or walkways, and the conﬁguration and placement of buildings always remain highly subject to personal interpretation.&lt;br /&gt;
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The Faerie aura of Irencillia is highly patchy. All areas within the boundary wall have an aura of at least 1, and sancta have been established where the aura is strongest (up to a strength of 6), but the strangest places can have unexpectedly high aura values. For example, a covered walkway that leads to the kitchens has a Faerie aura of 4 along its length. Some (but by no means all) of the patches of high Faerie aura reside within a regio; most of the sancta of the magi fall into this category. Each regio entrance is marked with a symbol, such as a badger’s head or a crescent moon. The meaning of these symbols is not readily understood by outsiders. It is theorized that the scattered aura and fragmented regiones of Irencillia are the product of an immense magical out-pouring; those who know the early history of the House will realize that the war between Quendalon and Myanar was just such an event.&lt;br /&gt;
&lt;br /&gt;
Those not expecting to find a covenant in the midst of the Bohemian Forest will not see it. Nevertheless, these rare visitors will wander through its halls, seeing only dense undergrowth and the occasional forest animal. Such visitors are strictly avoided by Irencillia’s inhabitants, and eventually they will ﬁnd the exit and wander out, none the wiser.&lt;br /&gt;
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==== The Maddenhofen Woods ====&lt;br /&gt;
This name is given to a stretch of woods on the northwestern fringe of the Bohemian Forest by the members of House Merinita. Irencillia is particularly protective of these woodlands, although they do not apparently collect vis here. The woods are well-known due to the disappearance of Tytalus here in 807 AD, who claimed he was planning to face the Queen of all the Fae. While followers of Merinita scoff that such a Queen would ever exist, a powerful faerie does indeed live in the Maddenhofen Woods. She is capable of granting one’s Heart’s Desire, but those who ask must afterwards perform a task for her; and as yet, no one has ever completed one of these tasks.&lt;br /&gt;
&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
Irencillia consists of two co-existing cultures, human and fae. Every magus resident at Irencillia has a “double” in the faerie court. These fae partners do not necessarily resemble their human counterparts closely, but it is usually easy to match faerie with magus. For example, a faerie double might adopt the same style of clothing as his counterpart, or resemble his familiar. He may have the same identiﬁable feature, such as a birth-mark or long nose. Inhabitants of Irencillia refer to these faeries as caricatures, and soon grow to ignore them. The caricatures lead lives separate from their humans, but they will often be found dining together, or standing near each other at public events, even though they are seemingly ignoring each other’s presence. Any magus who lives at Irencillia for more than a season will gain a caricature, raised from the ranks of the servant-folk. The prospective copy will begin by shadowing his target for a season, gradually adopting the target’s mannerisms and changing his appearance. At the end of this time, the caricature is complete and the two return to independent existence. This process can be quite spooky, even for Merinita who haven’t been apprenticed at Irencillia. Upon the death or departure of a magus, his caricature will return to the ranks of the covenfolk and gradually lose its individuality. In game terms, every long-term resident of Irencillia gains the Faerie Friend Flaw for the duration of his or her visit.&lt;br /&gt;
&lt;br /&gt;
The Faerie Might of a caricature varies. It often becomes higher over time, up to a maximum determined by the status of the magus at Irencillia. This status does not necessarily equate with magical power, although old magi do tend to have powerful caricatures. Political power or a deep understanding of faerie ways can also cause caricatures to become strong. Some magi who revel in their caricatures by adopting their mannerisms and personalities have found in return that they become quite closely tied to their faerie copy. The two may become more difﬁcult to distinguish from each other, and become Arcane Connections to each other.&lt;br /&gt;
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=== Magi ===&lt;br /&gt;
==== Handri, Primus of House Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 81 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Obsessively Secretive +6, Indecisive +1, Secure in Position –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Handri, the Primus of House Merinita, is a secretive man who shares his concerns and plans with only his most trusted advisors. Whereas his predecessor Vinaria encouraged political dialogue with the Primi of other Houses, Handri has turned his attentions wholly to the faeries, conducting long private diplomatic missions into faerie areas. Rumors suggest that he has even met with survivors of House Diedne. Handri is equally secretive about his magical abilities — none can be found who have witnessed him using magic (or will admit to having witnessed it) apart from his signature spell, which earned him the status of [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs#Upon Being a Rhine Magus|master]]). Handri has been a magus for about six decades and has trained two apprentices, Iacob and [[Guardians of the Forest Chapter Eight: Central Germany#Beechleaf, follower of Merinitia|Beechleaf]], but has not yet (apparently) sought the status of archmage. His caricature is the Queen of Irencillia’s fae, an imperious-looking woman by the name of Rosmert. The caricature of the Primus is always the monarch of the Faerie Court, but whether there is a single, shape-shifting ruler or whether the king or queen changes as regularly as the Primus remains unknown.&lt;br /&gt;
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==== Vinaria, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 97 (Archmage)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Enigmatic +3, SelfAssured +3, Hostile –3&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Vinaria was the previous Prima of the House, but she stepped down after being outmaneuvered in its politics by her successor, Handri. Initially, it was claimed that she had entered “Faerie Twilight,” but seven years later she returned with no apparent change in her appearance or personality. Secretly, Handri is scared of her — since her return he feels that she has an inner strength that never existed before. He avoids her at all costs, and even allows her to do what she wants without interference. Vinaria is politically strong — in her days as Prima, she held long councils with many of the other Primi, and is exceptionally good at manipulating these contacts to her own ends. Her caricature was the faerie king of Irencillia, who is now Handri’s caricature; since her return, she has mysteriously not acquired another, which is another cause of unease for Handri. Her magic is particularly strong in the raw elemental arts, although her spells are always clothed in beautiful glamour.&lt;br /&gt;
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==== Glesig, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 62 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Impatient +2, Friendly +1, Tolerant of Fools –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Glesig is considered to be the member of House Merinita who is most versed in the subterranean fae. She is a massiveboned maga with plain features, although her hair appears to be made of threads of shining copper due to Twilight. Naturally, she specializes in Terram magics. Her caricature, Humnel, has taken the seeming of an immense troll, and Glesig has made him into her faerie familiar. Humnel is very protective of his mistress and particularly dislikes her being insulted.&lt;br /&gt;
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==== Iacob, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 43 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Independent +2, Suspicious +1, Talkative –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Iacob filius Handri is the most politically active magus of Irencillia (excepting perhaps Vinaria), being the somewhat precocious leader of the Elder Gild. He is also in charge of a secret project conceived by Handri upon his succession to the position of Primus of House Merinita — to establish a religion in the name of the fae. Iacob is careful not to reveal any magical powers to the mundanes; nevertheless, should the Quaesitores find out about the scheme they will be deeply unhappy. Iacob is a master of Mentem magics, achieving that rank at a notably young age, and has invented a number of spells that implant thoughts and ideas in the minds of his targets. He is a tall man, apparently in his early thirties (but actually a decade older), who has a charming personality and an almost hypnotic voice. His caricature is Nestor, a white crow who accompanies him on his travels.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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===== The God of Truth =====&lt;br /&gt;
In the last decade, a new religion has sprung up in the villages near the Bohemian Forest. It is a dualist faith: there is a God of Truth, who created the cosmos, and a God of Law, who created and rules the material world, but who cares not for its inhabitants. Proponents of the faith teach that the Church is in error, worshipping the stern God of Law rather than the God of Truth, who instead can only be found in the wild places of the world. The God of Truth is immaterial, unable to manifest in a world made and ruled by the cold god of the cities. Instead, he has sent his angels to show man the way. These angels are apparently what man calls faeries. The religion has no clear catechism other than a reverence for the wild and an abandonment of the churches; those churchmen who know of it are finding it difficult to crush a religion with no clear leader and no obvious means of transmission.&lt;br /&gt;
&lt;br /&gt;
There is a leader, however. Stories tell of the Prophet Iacob, identified by the presence of an albino crow who always accompanies him. The arrival of the Prophet cannot be predicted, and no-one knows where he goes. He never preaches, but wherever he is seen the new religion seems to spontaneously arise.&lt;br /&gt;
|}&lt;br /&gt;
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==== Gravis, follower of Bonisagus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 33 (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +2, Driven +2, Sensitive +1&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Eichengidle (Oak Guild)&lt;br /&gt;
Gravis has come to Irencillia to pursue his life-long fascination with the fae. He is from House Bonisagus, and has found it particularly frustrating that he has been unable to grasp even the basics of Faerie Magic, despite having a knowledge of Faerie Lore that exceeds that of many Merinita magi. Gravis has avoided becoming bitter, however, and still works toward his goal. His caricature Danket is almost his opposite; a grumpy, stick-thin dwarf with a perpetual scowl that contrasts with Gravis’ chubby frame and sunny disposition.&lt;br /&gt;
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==== Richenda Spinosa, follower of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 28 (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Bitter +3, Prickly +2, Fae –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Richenda is a very atypical member of House Flambeau. As an apprentice she showed a great aptitude for flame-magics, but it was unknown to her master (Indulius of Fengheld) that this was due to her secret faerie heritage, descended as she was from Kupala, a faerie lord who guards the Fire Flower in Slavic lands. Her master’s bungling (in her opinion) scarred her Gift, and she was left unable to use fire magics except with great difficulty. Her natural aptitude for Herbam made her a laughing stock in her House, particularly when they learned that she had faerie blood. Richenda has become a very angry young maga with an affinity for spells involving thorns, and has sworn vengeance on her master. She has not fully come to terms with her fae side, although her caricature Jennis is helping here; he appears to be a male version of the Polish maga, and they have learned much from each other.&lt;br /&gt;
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==== Ioannes Acer, follower of Merinita ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int +2, Per 0, Pre +1, Com 0, Str +1, Sta +1, Dex +1, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 23 (23) (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 1 (3)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; The Gift; Journeyman; Flawless Magic; Deft Art (Herbam), Elder Gild Trained, Knight, Skilled Parens, Special Circumstances (When riding); Creative Block; Deleterious Circumstances (in city), Magical Animal Companion, Reckless, Short Lived Magic, Vow (Chivalry)&lt;br /&gt;
* Personality Traits: Brave +3, Honorable +3, Deep Thinker -2&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Greatsword&#039;&#039;: Init -1, Attack +8, Defense +4, Damage +10&lt;br /&gt;
** &#039;&#039;Lance (mounted)&#039;&#039;: Init -1, Attack +11, Defense +6, Damage +6&lt;br /&gt;
** &#039;&#039;Fist&#039;&#039;: Init -3, Attack +5, Defense +4, Damage +1&lt;br /&gt;
* &#039;&#039;&#039;Soak:&#039;&#039;&#039; +8 (full metal scale), +5 (half metal scale)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, -1, -3, -5, Unconscious&lt;br /&gt;
* &#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Animal Handling 2 (steeds), Artes Liberales 1 (writing poetry), Brawl 3 (punch), Charm 1 (ladies), Code of Hermes 1 (fae), Concentration 1 (Herbam spells), Etiquette 2 (fae), Faerie Lore 2 (knights), Faerie Magic 2 (Herbam spells), Finesse 1 (Rego), High German 5 (flowery language), Great Weapon 2 (Lance), Latin 4 (about plants), Magic Theory 4 (recognizing spells), Order of Hermes Lore 2 (Elder Gild), Parma Magica 2 (Rego spells), Penetration 1 (Rego), Ride 2 (Kervus)&lt;br /&gt;
* &#039;&#039;&#039;Arts:&#039;&#039;&#039; Cr 6, In 1, Mu 7, Pe 0, Re 10; An 3, Aq 0, Au 0, Co 3, He 10, Ig 0, Im 1, Me 0, Te 6, Vi 3&lt;br /&gt;
* &#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Half scale mail (made in bronze), great sword, lance.&lt;br /&gt;
* &#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 3 (4)&lt;br /&gt;
* &#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Soothe the Ferocious Boar&#039;&#039; (ReAn 10) +15, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Bind Wound&#039;&#039; (CrCo 10) +11, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;Bridge of Wood&#039;&#039; (CrHe 20) +18, Mastery 1 (Still Casting)&lt;br /&gt;
** &#039;&#039;Transformation of the Thorny Staff&#039;&#039; (MuHe 10) +19, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Piercing Shaft of Wood&#039;&#039; (Mu(Re)He 15) +19, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;Repel the Wooden Shafts&#039;&#039; (ReHe 10) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Strike of the Angered Branch&#039;&#039; (ReHe 15) +22, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;The Treacherous Spear&#039;&#039; (ReHe 15) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Coils of Entangling Plants&#039;&#039; (ReHe 20) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Eyes of the Treacherous Terrain&#039;&#039; (InTe 15) +9, Mastery 1 (Still Casting)&lt;br /&gt;
** &#039;&#039;Wielding the Invisible Sling&#039;&#039; (ReTe 10) +18, Mastery 1 (Multiple Casting)&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; A young, robust-looking magus, with flowing golden locks and a sun-burnt youthful face. He is invariably dressed in ornate bronze scale armor polished to mirror-brightness, but never wears a helm. He carries a shield with his device (a white field with a green sycamore leaf), and a lance. His caricature has taken the form of a huge stag called Kervus who is capable of bearing his weight, and Ioannes rides him everywhere, even practicing his jousting from atop this magnificent beast. When not mounted, he usually removes part of his armor.&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
|}&lt;br /&gt;
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Ioannes Acer is the youngest apprentice of Archmage Vinaria, freshlyGauntletted. He is young, idealistic, and bound up in a romantic notion of chivalry and honor which that not serve him well should he leave the protective atmosphere of Irencillia. Note that his status as Knight (and its accompanying Vow of Chivalry) has been granted by a Faerie Court, not by a mundane one. Secular lords (should he come into contact with them) will recognize his status, as long as they do not probe too deeply into the identity of his liege. Ioannes would make a suitable player character.&lt;br /&gt;
&lt;br /&gt;
==== Other magi ====&lt;br /&gt;
There are three other magi at Irencillia, all members of House Merinita. The storyguide should let his or her creativity run wild with these magi (and their caricatures) — they are likely to be both powerful and eccentric.&lt;br /&gt;
&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
The covenfolk of Irencillia seem to be an anonymous group. None really stand out from any of the others, and they are as unobtrusive as possible, ignored in the main by magi and their caricatures alike. Their actual appearance depends upon what version of Irencillia is being experienced — they may be a squad of goblin-like creatures, else they might be elfin ladies dressed in pastel shades, or hairy outdoorsmen with more than a little animal blood in them. They are either humans with faerie blood or faeries who have dwelt too long among humans — they have lived at Irencillia among both peoples for so long now that it is impossible to tell. All have a Faerie Might of around 10, and some minor magical ability related to their job; thus, cleaners can animate brooms and pans to ease their work, cooks can make tasty meals out of meager pickings, and the librarian can cause books to come to him at a gesture. None of these powers rate as more than a first magnitude spell. No-one has ever reported the same covenfolk taking different appearances; as soon as one is identified uniquely from his fellows, he will always appear that way in future. The grogs of Irencillia are no different, although active duty has caused some to become more individual than others. Irencillia also employs a cadre of foresters who are more human than their other servants, primarily because they do not live in the covenant but rather in family groups in isolated forest bothies.&lt;br /&gt;
&lt;br /&gt;
=== Story seeds ===&lt;br /&gt;
==== The Return of Tytalus ====&lt;br /&gt;
A young follower of Tytalus enters the Maddenhofen Woods, determined to ﬁnd her Founder. This Heart’s Desire is granted, and while she attempts to complete her task, Tytalus himself emerges from the woods, protected from the centuries by its Stasis power. What could his Heart’s Desire have been, and now that he has it, what will he do with it?&lt;br /&gt;
&lt;br /&gt;
==== Caricatures ====&lt;br /&gt;
A caricature is kidnapped, and used to exact revenge upon the magus to whom it has adopted, by exploiting the Arcane Connection between the two.&lt;br /&gt;
&lt;br /&gt;
One of the magi of Irencillia is occupied with an important project, with no time to attend the Tribunal gathering, and so sends his caricature in his stead, with some basic instructions. It remains to be seen whether the caricature will be able to successfully impersonate the magus, and avoid getting into mischief.&lt;br /&gt;
&lt;br /&gt;
== The Margravate of Moravia ==&lt;br /&gt;
== Roznov ==&lt;br /&gt;
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== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20110</id>
		<title>Realms of Power: Magic Chapter Seven: Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits&amp;diff=20110"/>
		<updated>2025-04-14T20:53:23Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Creating the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirits make up an important part of the magical world, both as natives of the Magic Realm and as the unseen inhabitants of the earth. However, because spirits are by their nature insensible to most physical beings, and have a limited ability to interact with them anyway, they are largely ignored by the inhabitants of Mythic Europe, magi included. Of those few Hermetic magi whose interest lies with the spiritual world, many are descendants of Ancient Greek traditions, and so much of the common terminology of the spirits is derived from the Greek language. However, magi and wizards alike from all over Mythic Europe are aware of the Invisible World, and use their magic to placate, coerce, and exploit the spirits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Taxonomy of the Invisible World ====&lt;br /&gt;
The word &#039;&#039;&#039;spirit&#039;&#039;&#039; (from the Latin spiritus, meaning “breath”) is a general term used to describe a being with no material existence. However, the term confuses two quite distinct phenomena. There are the spirits that were created as such, and the spirits that were created as human but have since ceased to be material beings. To distinguish these two, the word &#039;&#039;&#039;genius&#039;&#039;&#039; (pronounced “GAIN-ee-oos” to distinguish this Latin word from the English word) is used for the former kind, and &#039;&#039;&#039;animus&#039;&#039;&#039; for the latter. In this book, when we refer to “spirits,” we include both genii and animi in this category; however, where a rule pertains to just one of these beings, we will use the appropriate term.&lt;br /&gt;
&lt;br /&gt;
The genii technically include all things that never had a physical existence; but angels and demons are usually considered separate from genii. Some genii exist in the sublunar regions (the demons and the genii proper), and some in the Heavens (the angels). The genii who dwell in the Magic Realm itself are powerful beings called &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits; whereas those spirits on earth are of much lesser power and are called &#039;&#039;&#039;Airy Spirits&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirits as Characters ===&lt;br /&gt;
The body of a spirit is pure form, and involves no matter. Without the exercise of its supernatural powers, a spirit cannot affect matter in any way; and without magical assistance, a material being cannot sense or interact with a spirit either. Spirits ignore the restrictions of the physical world, such as sources of damage and deprivation, and are not constrained to walk upon the surface of the world, but can fly through the air or solid objects with equal ease. Further, they are truly immortal, and do not suffer the perils of aging or disease.&lt;br /&gt;
&lt;br /&gt;
Lacking a physical existence, a spirit also lacks the features of informed matter, such as color, weight, and size, and therefore produces no [[Ars Magica 5E Standard Edition, Chapter Nine: Spells#Imaginem Spells|sensory species]]. When magic is used to sense the presence of a spirit (this includes the Supernatural Ability of Second Sight), the viewer’s imagination supplies details for the incomprehensible species supplied by the magic, and so a spirit may be perceived by such characters in very different ways. As visual creatures, humans usually “see” spirits under the influence of such magic, but those with no capacity to see are not barred from sensing spirits, if they have the appropriate magic. For want of a better term, a spirit’s communication with physical beings is called Silent Speech, for such impulses are usually received as auditory species, but it could be interpreted as smells or feelings on the skin, and still be understood with no difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inherited Virtue&#039;&#039;&#039;: Magic Spirit&lt;br /&gt;
&lt;br /&gt;
==== Concept ====&lt;br /&gt;
Like other creatures, spirits have scores in the eight Characteristics, and these should be determined like other characters. A human-shaped spirit has the Characteristics of a human, an animal spirit has the Characteristics of an animal, and so forth. For plants and spirits of non-living objects, assume that all Characteristics begin at zero and apply 7 characteristic points in the usual fashion. Note that the physical Characteristics of spirits are only used when interacting with other incorporeal creatures; spirits must possess the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039; to interact with material beings.&lt;br /&gt;
&lt;br /&gt;
A spirit occupies no physical space and has no weight; therefore Size is meaningless. Those who are able to sense a spirit perceive it in its natural form, which may be of any apparent size (although those with a high Presence often appear bigger than those with a low score in this Characteristic). A spirit that adopts a physical form acquires a Size along with its Physical Characteristics (see the &#039;&#039;Donning the Corporeal Veil Power&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their native form they can sense other spirits without needing the Second Sight Virtue.&lt;br /&gt;
&lt;br /&gt;
==== Season and Abilities ====&lt;br /&gt;
Simple spirits of material things such as plants or elements are often Spring characters, as are ghosts who have not yet come to terms with their death. Spirits of more complex concepts and most of the self-aware ghosts are Summer characters. A Daimon is never a Spring character, and often of the Autumn or Winter season. The Theoi — those spirits who were worshiped as gods — are usually Winter characters.&lt;br /&gt;
&lt;br /&gt;
Spirits have little need for Abilities pertaining to physical actions, and rarely have the option to learn Academic or Arcane Abilities, so they often have the Reduced Abilities Inferiority. Spirits that have the ability to take material form can use any Abilities they possess in that form.&lt;br /&gt;
&lt;br /&gt;
==== Might and Qualities ====&lt;br /&gt;
The typical Might scores of different types of spirits are listed in the sections below. Most categories of spirits have a wide range of Might scores, and so can play potentially any role in a saga.&lt;br /&gt;
&lt;br /&gt;
The incorporeal, immortal, and tireless form of a spirit does not need to be purchased as a Magical Quality. Spirits have no capacity to be seen by normal humans without buying a Power such as Eidolon, and they cannot influence the material world without Powers such as Ghost Touch or Donning the Corporeal Veil. Magical Qualities such as these are almost essential for player character spirits. It is not unusual for the majority of a spirit’s Qualities to be spent on Powers.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Spirits as a Source of Vis ====&lt;br /&gt;
The intangible bodies of spirits contain raw vis, typically 1 pawn of an appropriate Form per magnitude of their Might, although spirits with a Might less than 5 do not have sufficient power to represent even a single pawn. If the spirit is slain while in immaterial form, the vis may be automatically distilled into a physical receptacle; this usually only occurs if the spirit has a strong tie to the material world, such as a ghost, a spirit of the elements, or a genius loci. Many spirits do not have such ties, however, and upon their death the vis remains in non-material form, and must be converted to physical form (using a variant of &#039;&#039;Gather the Essence of the Beast&#039;&#039;) for it to be used by a physical being. If an Aspect of a Daimon is destroyed, it can choose whether or not to recall the immaterial body; only if the body remains does the vis remain. Use of magic that destroys the Might of a spirit also reduces the amount of vis accordingly, so a spirit totally destroyed in this manner leaves no vis behind at all.&lt;br /&gt;
&lt;br /&gt;
The power Donning the &#039;&#039;Corporeal Veil&#039;&#039; (see below) creates a physical body, which if slain contains normal material vis. The &#039;&#039;Presence&#039;&#039; Power (see below) results in vis accumulating in the spirit’s habitual haunt, and harvesting this vis does not harm the spirit (although it might annoy it).&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Daimons ====&lt;br /&gt;
The &#039;&#039;&#039;Daimons&#039;&#039;&#039;, or Named Spirits, embody the elements of creation, from the mighty Protogoni and the Intelligences of the Planetary Bodies, right down to the spirits of sacred groves. Ascended Magi and Heroes of Old (see The Mysteries Revised Edition, pages 137–140) are also included within the Daimons. While they are known as the Named Spirits, this does not mean that other spirits do not have personal names, rather it is the complex series of syllables and ritual gestures that make up a True Name (see Spirits and Magic below) that is indicated.&lt;br /&gt;
&lt;br /&gt;
==== New Virtue: Daimon ====&lt;br /&gt;
&#039;&#039;Free, Social Status (spirits only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This free Virtue is possessed by all Daimons. All Daimons have a Confidence Score of at least 1. A Daimon is a permanent resident of the Magic Realm and cannot enter the material world; instead, it creates an Aspect as its agent on Earth. An Aspect may be created or destroyed with a moment’s thought, and costs no Might points to create. Each Aspect is like an independent spirit, with some or all of the characteristics and powers of the original spirit, but its own Might score (usually a mere fraction of the parent Daimon), and its own pool of Might points. An Aspect cannot recover spent Might points, rather it is dispelled when exhausted and replaced (if necessary) with another Aspect. Defeating or destroying the Aspect has no impact on the originating Daimon, except perhaps on its disposition towards the perpetrators of these acts. No permanent changes can be made to any Aspect, as they never last. Only the Aspect is ever trapped or bound by magic, and the Daimon can escape by discarding the Aspect. An Aspect cannot appear within several miles of another Aspect of the same Daimon, and no Aspect can return to the same location (as defined by the storyguide) within a day of leaving it. Not all Aspects created by the same Daimon need be identical; designed for different functions, they might have different powers and Mights.&lt;br /&gt;
&lt;br /&gt;
An Aspect is a constant Arcane Connection of indefinite duration which is in constant mental contact with its Daimon. While an Aspect may be used to target spells of Arcane Range against its parent Daimon, few magi have sufficient power to make such spells penetrate the larger Might of the Daimon itself. A failed attempt to target a Daimon in this fashion can prove very dangerous for the impertinent magus!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Powers of the Spirits ==&lt;br /&gt;
Spirits typically have one to five supernatural powers, and this section details many of the most common ones. General guidelines for powers can be found in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tribunal. The details given here revise and update those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells permanently reduce the spirit’s Might score as well as Might pool; Might Score can be restored according to the mechanism detailed in &#039;&#039;&#039;&#039;&#039;Chapter 4: Magic Characters&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Control Human&lt;br /&gt;
|2 points, Init equal to Qik, Mentem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of spirit’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. For example, a character ordered to fight is penalized by his Aggressive Personality trait, but might be aided by his Cowardly Personality Trait. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the spirit but receives a +1 cumulative bonus to his next attempt to break the spirit’s control.&lt;br /&gt;
|ReMe 30 (base 20, +1 Touch, +1 Conc): Greater Power (30 levels, –1 Might cost, +3 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Donning the Corporeal Veil&lt;br /&gt;
|5 points, Init equal to Qik – 3, appropriate Form (Lesser Power) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
0 points, Init equal to Qik – 1, appropriate Form (Greater Power)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt; although some spirits have this power more than once, and can therefore form more than one physical shape, such spirits can still only use one body at a time. The body created with this power has the same physical statistics as the spirit, but can have a maximum Size of +1. Creating a larger body requires an additional magnitude for every additional 3 points of Size, and thus requires that another Greater or Lesser Power Magical Quality is bought to account for the additional levels.&lt;br /&gt;
&lt;br /&gt;
A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power may have intrinsic powers; a body formed of fire, for example, has the same features as the Body of Fire power of fire elementals.&lt;br /&gt;
|Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Lesser Power (25 levels)) OR&amp;lt;br/&amp;gt;&lt;br /&gt;
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Eidolon&lt;br /&gt;
|0 points, Init equal to Qik, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it.&lt;br /&gt;
|CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ghost Touch&lt;br /&gt;
|Variable cost, Init equal to (Qik – Might points spent), Terram&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; varies, &#039;&#039;&#039;D:&#039;&#039;&#039; varies, &#039;&#039;&#039;T:&#039;&#039;&#039; varies&lt;br /&gt;
|Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 5 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +5 damage per Might point spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit.&lt;br /&gt;
|ReTe 25: Focus Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Manifestation&lt;br /&gt;
|4 or more points, Init equal to (Qik – Might points spent), Animal or Herbam&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Conc, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind or Group&lt;br /&gt;
|Manifests the spirit’s consciousness among animals or plant life it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control a plant that is a pace in diameter (costing 4 Might points), and a Rego Animal of Level 25 to control a single creature of Size +1 (costing 5 Might points). For an extra 2 Might points, a group of ten standard creatures or plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of creatures or plants controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. Plants can be animated &#039;&#039;&#039;&#039;&#039;(see Chapter 8: Magic Things, Magic Plants)&#039;&#039;&#039;&#039;&#039; or made to grow with unnatural speed. For instance, a patch of weeds can spring up overnight, whereas a tree can grow from a seeding in a month. Humans and other sentient beings cannot be controlled by this power. This power is particularly suitable for genii loci, who are considered to be touching any plants or creatures within their domain.&lt;br /&gt;
|ReHe 20 or more (base 10, +1 Touch, +1 Conc) or ReAn 25 or more (base 15, +1 Touch, +1 Conc): Focus Power x 2}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Material Anchor&lt;br /&gt;
|1, 2, 3, or 4 points, Init equal to (Qik – 2x Might cost), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&lt;br /&gt;
|This ritual-like power either forms an Arcane Connection to a particular person or place, or makes an object into an Arcane Connection to the spirit itself. If the connection is to last for hours or days, then it costs just 1 point; a connection that lasts for weeks or months costs 2 points; years or decades costs 3 points; and indefinite Arcane Connections cost 4 points. The spirit must be in the physical location of the object it is making into an Arcane Connection, and must penetrate Magic Resistance as usual.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Presence&lt;br /&gt;
|0 points, constant, Imaginem&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&lt;br /&gt;
|Grants awareness of everything that happens within the bounds of a specific domain chosen by the spirit. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The spirit’s Might score determines the size of area possible: a Room (5–10 Might), a Structure (15–25 Might), or a standard Boundary (30+ Might). For Daimons, every 5 Might above 30 adds 1 size modifier to the base Boundary; an Airy Spirit or animus can only ever control a base Boundary, regardless of Might. The area controlled by the spirit can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.&lt;br /&gt;
|InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Regio&lt;br /&gt;
|15 points, Init equal to (Qik – 30), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|This power is only suitable for spirits with the &#039;&#039;Presence&#039;&#039; power. Upon using the power, a Magic regio forms at a part of the landscape inhabited by the spirit. The regio has a single layer, which has a Magic aura 1 point higher than the Magic aura of the landscape from which it came (an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the spirit, but are always strongly related to its nature. The spirit controls access to the different levels of the regio, and can make an effective trap or hiding place by retreating to the second or greater layer and sealing the first layer entirely. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 3}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Stasis&lt;br /&gt;
|10 points, Init equal to (Qik – 20), Vim&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R:&#039;&#039;&#039; Arc, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Boundary, Ritual&lt;br /&gt;
|The spirit can cause a defined area with a Magic aura, such as a cave, a glade, or a regio level to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. This might allow for legendary figures from centuries past to still endure, hidden deeply in a secret location and protected by a powerful spirit. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool.&lt;br /&gt;
|No Hermetic equivalent: Ritual Power x 2}}&lt;br /&gt;
&lt;br /&gt;
== Airy Spirits ==&lt;br /&gt;
=== Florae and Fauni ===&lt;br /&gt;
=== Spirits of the Elements ===&lt;br /&gt;
=== Imagines, the Spirits of Sensation ===&lt;br /&gt;
=== Eidolons, the Spirits of Emotions ===&lt;br /&gt;
=== Spirits of Place, Genii Loci ===&lt;br /&gt;
=== Lugra, Spirits of Hardship ===&lt;br /&gt;
== The Named Spirits ==&lt;br /&gt;
=== Theoi ===&lt;br /&gt;
=== Astra Planeta ===&lt;br /&gt;
=== The Leti ===&lt;br /&gt;
=== Other Daimons ===&lt;br /&gt;
== Primal Spirits ==&lt;br /&gt;
== Spirits and Magic ==&lt;br /&gt;
=== Spirits and Hermetic Magic ===&lt;br /&gt;
=== Spirits and Non-Hermetic Magic ===&lt;br /&gt;
== Example Spirits of Places ==&lt;br /&gt;
=== Mount Etna ===&lt;br /&gt;
=== The Rhinefalls ===&lt;br /&gt;
=== The Desert of al-Meraya ===&lt;br /&gt;
=== Lake Brienz ===&lt;br /&gt;
=== Aillwee Cave ===&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
=== Ghosts as Characters ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20109</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20109"/>
		<updated>2025-04-14T19:50:58Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Realms Books */ Creating RoP: M book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
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=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
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=Ars Magica Fifth Edition=&lt;br /&gt;
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{{OpenArs Attribution}}&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
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&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 11%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 33%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Thirteen: Mercurian Magic|Chapter Chapter Thirteen: Mercurian Magic]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults|Chapter Chapter Fourteen: Mystery Cults]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix B: Conversion|Chapter Appendix B: Conversion]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2.5%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
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| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Two: Magic Auras|Chapter Two: Magic Auras]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Three: The Magic Realm|Chapter Three: The Magic Realm]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Four: Magic Characters|Chapter Four: Magic Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Five: Magic Animals|Chapter Five: Magic Animals]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Six: Magic Humans|Chapter Six: Magic Humans]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Seven: Magic Spirits|Chapter Seven: Magic Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Eight: Magic Things|Chapter Eight: Magic Things]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Appendix: Book of Mundane Beasts|Chapter Appendix: Book of Mundane Beasts]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Realms of Power: The Infernal: Introduction|Introduction]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter One: The Infernal Realm|Chapter One: The Infernal Realm]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Nine: Infernal Characters|Chapter Nine: Infernal Characters]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Ten: The Maleficia|Chapter Ten: The Maleficia]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Eleven: Ars Goetia|Chapter Eleven: Ars Goetia]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Twelve: Black Magic|Chapter Twelve: Black Magic]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions|Chapter Thirteen: Infernal Traditions]]&lt;br /&gt;
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==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
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=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
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| 1%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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&lt;br /&gt;
===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Two: History of the Empire|Chapter Two: History of the Empire]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Three: The Order of Hermes|Chapter Three: The Order of Hermes]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Four: Culture &amp;amp; Customs|Chapter Four: Culture &amp;amp; Customs]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Five: Greece|Chapter Five: Greece]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 16%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Six: The Islands|Chapter Six: The Islands]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Seven: Constantinople|Chapter Seven: Constantinople]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Eight: Anatolia|Chapter Eight: Anatolia]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape|Chapter Nine: The Magical Landscape]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 99%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Ten: The Faerie Landscape|Chapter Ten: The Faerie Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Eleven: The Divine Landscape|Chapter Eleven: The Divine Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Twelve: The Infernal Landscape|Chapter Twelve: The Infernal Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Against the Dark: the Transylvanian Tribunal|Against the Dark: The Transylvanian Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
&lt;br /&gt;
==World Books==&lt;br /&gt;
===[[The Church|The Church]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Lords of Men|Lords of Men]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[City &amp;amp; Guild|City &amp;amp; Guild]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Art &amp;amp; Academe|Art &amp;amp; Academe]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[The Cradle &amp;amp; The Crescent|The Cradle &amp;amp; The Crescent]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Lands of the Nile|Lands of the Nile]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Between Sand &amp;amp; Sea|Between Sand &amp;amp; Sea]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Hedge Magic|Hedge Magic]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Rival Magic|Rival Magic]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Ancient Magic|Ancient Magic]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Mythic Locations|Mythic Locations]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
&lt;br /&gt;
==Scenarios Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Two: A Cardinal Decision|Chapter Two: A Cardinal Decision]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Three: The City of Brass|Chapter Three: The City of Brass]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Four: Encroaching Dominion|Chapter Four: Encroaching Dominion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Five: Eustace the Monk|Chapter Five: Eustace the Monk]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Six: A Gathering Storm|Chapter Six: A Gathering Storm]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;br /&gt;
&lt;br /&gt;
===[[Calebais|Calebais]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Hooks|Hooks]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Tales of Mythic Europe|Tales of Mythic Europe]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Antagonists|Antagonists]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Tales of Power|Tales of Power]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Thrice-Told Tales|Thrice-Told Tales]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Dies Irae|Dies Irae]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[The Fallen Fane|The Fallen Fane LARP]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Black Monks of Glastonbury|The Black Monks of Glastonbury OGL material]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
&lt;br /&gt;
==Other Content==&lt;br /&gt;
===[[Semita Errabunda|Senita Errabunda Character Sheets]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
&lt;br /&gt;
=Okder Editions=&lt;br /&gt;
==4th Edition World Sourcebooks==&lt;br /&gt;
===[[Sanctuary of Ice|Sancetuary of Ice: The Tribunal of the Greater Alps]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Blood &amp;amp; Sand|Blood &amp;amp; Sand]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Heirs to Merlin|Heirs to Merlin: The Stonehenge Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
&lt;br /&gt;
===[[The Dragon and the Bear|The Dragon and the Bear: The Novgorod Tribunal]] Conversion Progress===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Content originally published in The Dragon and the Bear - The Novgorod Tribunal, ©1999, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Dragon and the Bear&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter One: Introduction|Chapter I: Introduction]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Two: The Slavs|Chapter II: The Slavs]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Three: Slavic Magic|Chapter III: Slavic Magic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Four: Slavic Faerie|Chapter IV: Slavic Faerie]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Five: Hermetic Landscape|Chapter V: Hermetic Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Six: Mythic Mongols|Chapter VI: Mythic Mongols]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Seven: Saga|Chapter VII: Saga]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Appendix One: Shamans|Appendix I: Shamans]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Appendix Two: Slavic Deities|Appendix II: Slavic Deities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Appendix Three: Magical Artifacts|Chapter III: Magical Artifacts]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Appendix Four: Names|Appendix IV: Names]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Glossary|Glossary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Bibliograpgy|Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Land of Fire and Ice|Land of Fire &amp;amp; Ice: Mythic Iceland]] Conversion Progress===&lt;br /&gt;
Content originally published in Land of Fire &amp;amp; Ice: Mythic Iceland, ©2003, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Land of Fire &amp;amp; Ice&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 1: Introduction|Chapter 1: Introduction]]&lt;br /&gt;
| [[user:Arnor|Arnor]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 2: Land and History |Chapter 2: Land and History]]&lt;br /&gt;
| [[user:Arnor|Arnor]]&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 3: People and Culture|Chapter 3: People and Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 4: Law and Governance|Chapter 4: Law and Governance]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 5: The Church|Chapter 5: The Church]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 6: Icelandic Magic|Chapter 6: Icelandic Magic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 7: Toframanna Saga|Chapter 7: Toframanna Saga]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 8: Fire and Ice|Chapter 8: Fire and Ice]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 9: Blood of Innocence|Chapter 9: Blood of Innocence]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 10: Vindolanda|Chapter 10: Vindolanda]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 11: Thord’s Feast|Chapter 11: Thord’s Feast]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 12: Meet the Dragon|Chapter 12: Meet the Dragon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 13: Feast of Thanks|Chapter 13: Feast of Thanks]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 14: The Glittering Plains|Chapter 14: The Glittering Plains]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 15: Brighde’s Gauntlet|Chapter 15: Brighde’s Gauntlet]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 16: Spider Through Mist|Chapter 16: Spider Through Mist]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 18: Characters|Chapter 18: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Bibliography|Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ultima Thule|Ultima Thule]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
&lt;br /&gt;
==3rd Edition Would Sourcebooks==&lt;br /&gt;
===[[The Lion of the North|The Lion of the North]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Iberia: The Provncal Tribunal|Iberia: The Provencal Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Rome|The Rome Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20108</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20108"/>
		<updated>2025-04-14T19:41:01Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Realms of Power: The Infernal Conversion Progress */ Updating progresses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
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=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 11%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 33%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| N/A&lt;br /&gt;
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| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
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| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2.5%&lt;br /&gt;
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| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
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| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| 0%&lt;br /&gt;
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=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal: Introduction|Introduction]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter One: The Infernal Realm|Chapter One: The Infernal Realm]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Two: Sin and Temptation|Chapter Two: Sin and Temptation]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Five: Demons as Corrupters|Chapter Five: Demons as Corrupters]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Six: Demons as Deceivers|Chapter Six: Demons as Deceivers]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Nine: Infernal Characters|Chapter Nine: Infernal Characters]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Ten: The Maleficia|Chapter Ten: The Maleficia]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Eleven: Ars Goetia|Chapter Eleven: Ars Goetia]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Twelve: Black Magic|Chapter Twelve: Black Magic]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions|Chapter Thirteen: Infernal Traditions]]&lt;br /&gt;
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==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
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| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
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=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
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| 1%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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&lt;br /&gt;
=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Two: History of the Empire|Chapter Two: History of the Empire]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Three: The Order of Hermes|Chapter Three: The Order of Hermes]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Four: Culture &amp;amp; Customs|Chapter Four: Culture &amp;amp; Customs]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Five: Greece|Chapter Five: Greece]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 16%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Six: The Islands|Chapter Six: The Islands]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Seven: Constantinople|Chapter Seven: Constantinople]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20107</id>
		<title>Realms of Power: The Infernal Chapter Eleven: Ars Goetia</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20107"/>
		<updated>2025-04-14T19:39:39Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Mythic Companion: The Summoner */ Creating part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InWorldCitation|When thou art come into the land which the LORD thy God giveth thee, thou shalt not learn to do after the abominations of those nations.&amp;lt;br/&amp;gt;&lt;br /&gt;
There shall not be found among you [any one] that maketh his son or his daughter to pass through the fire, [or] that useth divination, [or] an observer of times, or an enchanter, or a witch,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or a charmer, or a consulter with familiar spirits, or a wizard, or a necromancer|Deuteronomy 18:9–11}}&lt;br /&gt;
&lt;br /&gt;
The Ars Goetia (literally, “the howling art”) supposedly originated in the ancient world, and many believe it is derived from the secret arts practiced by Solomon and the Witch of Endor in the Bible. Those who learn the Goetic Arts are usually referred to as sorcerers, a word that has very negative connotations throughout Mythic Europe. For this reason, goetic practitioners might refer to themselves as “summoners” or “thaumaturgists,” terms that are marginally less stigmatized, but this prejudice is difficult to overcome since their Powers tend to be associated with dark spirits of the night and strange, occult forces.&lt;br /&gt;
&lt;br /&gt;
== The Goetic Arts ==&lt;br /&gt;
The Goetic Arts use a study and spellcasting mechanic similar to the Hermetic magic system, though they are actually Supernatural Powers. There are four Arts that make up the Ars Goetia: Summoning, Ablating, Binding, and Commanding. These may be learned like Supernatural Abilities, though they are opened at 0 instead of 1, and increase as Arts, usually through studying books or learning from a master.&lt;br /&gt;
&lt;br /&gt;
Sorcerers also use Penetration with these Arts, and calculate Penetration much like Hermetic magi or other infernalists. That is, they multiply their Penetration score by a modifier that increases depending upon their sympathetic connection to the target. Like other infernalists, a character using the Goetic Arts may incorporate a sacrifice into his ritual to boost the strength of the effect.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
Summoning is the Art of drawing a spirit into the infernalist’s presence, transporting it to him so that he may bargain with it or further target it with his Powers. The sorcerer may summon any incorporeal creature with Might using this Art, and may also affect incorporeal beings who have temporarily taken a physical form through some variation of possession, though he does not summon the body when he does so. The exception to this is demons, which have corporeal bodies made of pure spirit, and so can be summoned with this Art.&lt;br /&gt;
&lt;br /&gt;
To begin, the character must draw a circle upon the ground. Many sorcerers light candles along the sides of their circles, to make it easier to see if the border is unbroken. Other special preparations, such as incense, ritual chanting, or drawing additional shapes inside the circle (a five-pointed star is common), or words around the perimeter, may help him focus his mind on the effect, reducing the difficulty of maintaining his concentration once he has summoned the spirit. This is usually a bonus of +1 to +3 to his Stamina + Concentration rolls, with the higher bonuses requiring more time and specialized materials.&lt;br /&gt;
&lt;br /&gt;
To summon a specific spirit, the sorcerer must have an Arcane Connection to it (for demons, this almost always means that he has memorized its True Name). The Summoning Total is based on his Presence and his score in the Summoning Art, and also incorporates his knowledge of the spirit’s supernatural realm. The Penetration Total is also incorporated into this formula, including the increased Penetration Modifier for having an Arcane Connection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning Total|stress die + Presence + Summoning + (Realm) Lore + aura + (Penetration x Penetration Modifier)}}&lt;br /&gt;
&lt;br /&gt;
If the sorcerer is summoning a demon, add his (Hierarchy Score x 5) to the Summoning Total, and the storyguide adds the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Demon Summoning|Summoning Total + (sorcerer’s Hierarchy Score x 5) vs. Target Level + (demon’s Hierarchy Score x 5)}}&lt;br /&gt;
&lt;br /&gt;
The character can instead summon a non-specific spirit from the surrounding area, by throwing his sorcery like a net into the ocean and pulling in whatever he catches. This is called &#039;&#039;&#039;scouring&#039;&#039;&#039;. He draws upon his knowledge of the area to call a spirit to him, with very little control over what sort of spirit responds. He usually attracts a spirit affiliated with the same realm as his Summoning Power, with Might approximately equal to half his Summoning Total, though he is more likely to summon a spirit that is nearby than one that is farther away. If used in a supernatural aura, he probably summons a spirit associated with that aura’s realm.&lt;br /&gt;
&lt;br /&gt;
Scouring the Dominion or areas with no supernatural aura has a tendency to turn up demons with disturbing frequency, as low-ranking ones are fairly common in these places. They may not necessarily appear as demons, for many of them can hide their true form. Thus, it is usually unwise to scour an area without some idea of what sort of creature will be summoned.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Scouring Total|stress die + Presence + Summoning + (Area) Lore + aura + Penetration}}&lt;br /&gt;
&lt;br /&gt;
The amount of time it takes to make contact with a spirit varies depending upon the distance between it and the sorcerer; if it is in the same general region (the same forest, city, or battlefield, for example) it only takes a few minutes, but it can take hours to reach a spirit that is more than a day’s travel away, and several days or even weeks to contact a spirit in another country. During this time, the sorcerer must maintain his concentration or the summoning fails, and the effort always costs him a Fatigue level.&lt;br /&gt;
&lt;br /&gt;
When you have determined the final total, the storyguide should compare it to the spirit’s Might score. If the sorcerer’s total is at least double the Might, the spirit is summoned and appears within the circle where the caster can see it. It can hear him, and he can hear it when it speaks. It must remain there until he dismisses it, sending it back to whence it came and ending the summoning, or until the next midday or midnight, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
If the Summoning or Scouring Total is not double the spirit’s Might, but is at least equal to the spirit’s Might, the spirit is summoned, but the sorcerer must maintain concentration on the effect or the spirit is free to remain or depart whenever it likes. It is only perceptible for as long as he concentrates, so that if he breaks his concentration it may become invisible and continue to lurk nearby while seeming to depart.&lt;br /&gt;
&lt;br /&gt;
While the spirit remains in the circle, it cannot affect the sorcerer or anything else outside the perimeter with its Powers. Often an angry spirit waits invisibly within a hastily drawn ring until it erodes or collects enough dust to break the line, and then exacts its revenge upon the sorcerer or anyone else nearby upon being freed. The sorcerer can also lower his ward briefly by concentrating, in order to allow an effect through, much in the same way that a magus can allow an effect to pass his Parma Magica.&lt;br /&gt;
&lt;br /&gt;
A botch on the Summoning roll might summon a different spirit than the one he intended, or summon a demon pretending to be his target. It could also mean that the circle or summoning ritual is flawed, so that while the spirit is summoned, there is nothing &lt;br /&gt;
preventing it from attacking. Or, the summoning might simply cause the sorcerer to gain Warping Points and perhaps force a check for Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning or Scouring Target Level|spirit’s Might x 2}}&lt;br /&gt;
&lt;br /&gt;
Once he has summoned a spirit, the sorcerer has many interesting options concerning what to do with it. The most common activity is to bargain with it. He offers it something it wants in exchange for its assistance, and it decides whether or not to help him. It is best to roleplay this process, but if a mechanic is needed, a contested Communication + Bargain roll is appropriate, modified by any appropriate Reputations. Spirits may be highly offended if they are disturbed to no worthwhile purpose, so it is wise for a sorcerer to prepare something worthwhile in trade before beginning a summoning.&lt;br /&gt;
&lt;br /&gt;
A sorcerer may also use this opportunity to affect the spirit with his other Powers, such as Ablating, Binding, or Commanding, each of which is described below. These Arts are more effective on a spirit that is held in a summoning circle, and if the spirit is free it will probably depart rather than submit to the effect, unless it has agreed to it as part of a bargain or trade.&lt;br /&gt;
&lt;br /&gt;
Note that if the Summoning or Scouring Total was not at least double the Target Level, then interacting with the spirit in any way, even simply talking with it, requires a Stamina + Concentration roll to maintain the circle (see the [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic#Concentration|Concentration Table]]). As stated above, there are trappings the sorcerer can integrate into the effect that make it easier for him to maintain concentration, but it is better not to have to roll, as there is always the chance of a botch.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Summoning and Other Realms ====&lt;br /&gt;
The Art of Summoning is not necessarily an Infernal Power (though Ablating, Binding, and Commanding are); like other Supernatural Powers it is often associated with Magic or Faerie, and uses one of those columns on the aura interaction chart. However, because of its sinister associations with spirits and the underworld, Summoning is always tainted — Divine Powers of investigation perceive its use as unholy, even if it is part of another realm. Yet it is still very appropriate for characters who practice necromancy, summon nature spirits, or study the magical mysteries of &#039;&#039;&#039;&#039;&#039;theurgy&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;synthemata&#039;&#039;&#039;&#039;&#039;. Future &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; supplements may include other forms of Summoning that are not unholy by association (such as those that call faeries or animals), with related summoning Arts that characters can use to bind them to service.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ablating ===&lt;br /&gt;
Ablating is the process of tearing at the spirit, grasping at it, and stealing away some of its essence, making the sorcerer stronger and leaving the spirit significantly weaker. This is always an Infernal Power, and it always aggravates the spirit, because it permanently reduces its Might Score, and any time the character uses it he almost certainly gains an enemy for life&lt;br /&gt;
(and perhaps beyond). Spirits never agree to this sort of effect as part of a bargain.&lt;br /&gt;
&lt;br /&gt;
During the ablation, the sorcerer must endure powerful forces as they are drawn into his body, and knowledge of the spirit’s supernatural realm improves his ability to adapt to them. If you botch the stress roll, the character will almost certainly suffer Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Total|stress die + Stamina + Ablating + (Realm) Lore + aura + (Penetration x Penetration Multiplier)}}&lt;br /&gt;
&lt;br /&gt;
To achieve results, the Ablation Total must exceed the spirit’s Might Score if it is held within a summoning circle, or exceed double its Might Score if not. If ablating a demon, you may add the character’s (Hierarchy Score x 5) to the Ablation Total, and the storyguide should also add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Target Level|spirit’s Might, or spirit’s Might x 2)}}&lt;br /&gt;
&lt;br /&gt;
Note the amount by which the Ablation Total exceeds the Target Level. The storyguide subtracts this amount from the spirit’s Might Score, permanently weakening it, and the character receives a number of Ablation Points equal to this number divided by five, rounded down. If this total is greater than the spirit’s Might Score, use the Might Score instead.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Points|(Ablation Total – Ablation Target Level) / 5, or spirit’s Might / 5}}&lt;br /&gt;
&lt;br /&gt;
These Ablation Points may be spent on one of the effects that follow, which represent the different ways the sorcerer can channel the spirit’s power and so harness the Might he has drawn from it. Unless stated otherwise, all of these effects are permanent.&lt;br /&gt;
* &#039;&#039;&#039;Confidence&#039;&#039;&#039;: The sorcerer gains this many Confidence Points, though no more than his (Confidence Score x 5). You can also spend these Ablation Points on his Confidence Score like experience points, increasing it as if it were an Ability.&lt;br /&gt;
* &#039;&#039;&#039;Capability&#039;&#039;&#039;: You may spend Ablation Points on appropriate Characteristics, just like the points received during character creation or from the Good Characteristics Virtue. These cannot raise his scores above the spirit’s scores.&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: The sorcerer can instantly heal his injuries: 5 points heals a Heavy Wound, 3 points heals a Medium Wound, and 1 point heals a Light Wound. One point can also immediately restore a long-term Fatigue level.&lt;br /&gt;
* &#039;&#039;&#039;Immortality&#039;&#039;&#039;: Add this amount as a Longevity bonus to the sorcerer’s Aging rolls (though not those associated with Vituperation). This bonus is not cumulative, and lasts only until he suffers an aging crisis.&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039;: The sorcerer receives some of the spirit’s thoughts and memories, giving insight into its plans, background, and intentions. The more Might drawn from it, the more the character knows.&lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;: The sorcerer gains five times as many experience points in an appropriate Art or Ability, though this cannot exceed the spirit’s own scores. This supersedes any other study the character may be engaged in during the season, as the new knowledge distracts him from other projects.&lt;br /&gt;
* &#039;&#039;&#039;Might&#039;&#039;&#039;: The sorcerer gains this many points of Infernal Might (even if the spirit is actually associated with another realm), though this amount cannot exceed the spirit’s former Might Score or your (Confidence Score x 5). &#039;&#039;&#039;&#039;&#039;Some characters cannot do this; see Chapter 9: Infernal Characters, Characters with Might Scores for restrictions on which sorts of characters can have Infernal Might.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: The sorcerer gains a Power possessed by the spirit or appropriate to the spirit’s nature. If the sorcerer has Infernal Might, he may activate the Power with it. If he does not have Infernal Might, it manifests as an appropriate Virtue or Flaw instead.&lt;br /&gt;
* &#039;&#039;&#039;Vis&#039;&#039;&#039;: The sorcerer extracts this many pawns of vis from the spirit, of an Art appropriate to its nature. This vis is always Infernal, usually vis sordida or vis prava &#039;&#039;&#039;&#039;&#039;(see Chapter 1: The Infernal Realm, Infernal Vis)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The character also increases an appropriate Infernal Reputation by this number of experience points, and gains a Warping Point for experiencing a powerful supernatural effect.&lt;br /&gt;
&lt;br /&gt;
After the ablation, if the spirit has not been destroyed, it is immediately returned to the place from which it was originally summoned. If it knows who the sorcerer is or where to find him, he can expect that its revenge will soon follow.&lt;br /&gt;
&lt;br /&gt;
This is a very fast way to gain status in Hell, as infamy is just as good as respect among demons. Many characters find the benefits of ablation are powerful enough to tempt them to cross the line separating “kill the demons” from “take their stuff.”&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Bargaining with Demons ====&lt;br /&gt;
Knowingly dealing with demons is a very dangerous proposition, for without supernatural safeguards that force compliance they are under no obligation to follow through on their promises and in fact are very likely to betray the sorcerer. The payment they expect in exchange for their services is usually blatantly sinful, consisting of sickening requests like desecrating a church or slaying an innocent. If that weren’t enough, demons often turn the tables and threaten the sorcerer instead, proposing bargains such as “Burn down the village, or I’ll convince everyone in the region that you raped your sisters — even if you don’t have any sisters!” Demons have great power at their disposal, but it is very difficult to get anything from them without performing horrible acts that go beyond the pale in return.&lt;br /&gt;
&lt;br /&gt;
Some clever demons may be more subtle. They might agree to aid a sorcerer for a relatively low price in order to corrupt him, to make him believe that demons “aren’t so bad,” or to maintain an illusion of belonging to another realm. Of course, doing evil includes its own penalty, for simply allowing himself to be affected by an Infernal Power stains the character’s soul, even if he did not know he was dealing with a demon, and no bargain is bad for the demon if it means the character comes out a sinner. Once it has established a relationship with the sorcerer and made him dependent upon its aid, it is much easier to step up the pressure and lead him into full-scale depravity and corruption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Binding ===&lt;br /&gt;
Binding is the Goetic Art of changing a spirit so that it becomes part of a person or thing. The sorcerer forces the spirit into the target, changing it to conform to its new size, shape, and nature. This requires a cunning mind, and knowledge of the spirit’s realm is also helpful. Botching this sort of effect may damage the spirit, or ruin the target, or perhaps cause the spirit to join with another target instead.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Binding Total|stress die + Intelligence + Binding + (Realm) Lore + aura + (Penetration x Penetration Multiplier)}}&lt;br /&gt;
&lt;br /&gt;
To succeed at binding a spirit within a summoning circle, the sorcerer must exceed its Might Score on his Binding Total, though if the spirit is accommodating and allows the effect without resisting, he must simply avoid botching. If it is not in a summoning circle, he must double its Might Score, or merely exceed its Might if it does not resist. If binding a demon, he may add his (Hierarchy Score x 5) to his Binding Total, and the storyguide should also add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Binding Target Level|spirit’s Might}}&lt;br /&gt;
&lt;br /&gt;
If the binding is successful, the spirit cannot leave the target, though unlike the effects of a demon’s Possession Power, the spirit may regain Might and activate any of its Powers while it is bound. It is also aware of its surroundings; it can use the binding target’s senses to hear or see what is said in its presence or feel when the target is touched. Most spirits can even communicate with the target; if bound to a person, they can usually spend a Might Point to speak directly into his thoughts. However, they essentially become part of the target, and while there they cannot be detected.&lt;br /&gt;
&lt;br /&gt;
There are several inherent benefits of binding a spirit in this way. Most notably, a person with a spirit bound to him, or who is touching an object with a spirit bound into it, can harness the spirit’s Might as Magic Resistance. Any number of spirits may be bound to a single target, but only the strongest Might Score may be used as Magic Resistance, and this value is not cumulative with any other sort.&lt;br /&gt;
&lt;br /&gt;
A spirit bound to an object acts as a sort of anchor for other Infernal effects, including maleficia. This is similar to the way Hermetic magi prepare an object as an invested device. The binding can hold a number of spell levels equal to the spirit’s (Might x 5); the sorcerer must devote a season to preparing the spirit for the effect and must then successfully perform the ritual that casts it. Use the [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|laboratory rules]] to determine the number of uses per day, whether the spirit maintains concentration, and so on. Hermetic magi may treat a bound spirit as if the object were an invested item already opened for enchantment, with a number of pawns of Vim vis equal to the spirit’s Might.&lt;br /&gt;
&lt;br /&gt;
When a spirit is bound to a person, that person may learn to take advantage of its Abilities over time. The character may spend experience points on Abilities he shares with the spirit as if he had an Affinity with that Ability, so long as the spirit has a greater score. Also, if the character can learn a Supernatural Ability possessed by the spirit, when he studies it he may halve the study penalty that is normally applied.&lt;br /&gt;
&lt;br /&gt;
In addition, a character with a spirit bound to him may learn to use the spirit’s Powers and Might Points. Each Power is learned like a Supernatural Ability, though there is no learning penalty for having other Powers. Once the Power is gained, the character may spend experience points on it, increasing his score in it like an Ability. When the character has reached a score in the Power equal to the number of Might Points necessary to activate it, he may use it as if he were the spirit, spending the spirit’s Might Points as if they were his own.&lt;br /&gt;
&lt;br /&gt;
Except when experiencing Vituperation, a character with a spirit bound to him need not make any Aging rolls, as his life is extended by the spirit’s Might. However, he gains a Warping Point every year for being under a constant supernatural effect. Also, an infernalist who binds a demon to himself usually gains an Infernal Reputation at a rank equal to the bound demon’s Hierarchy Score. Finally, the person must treat the spirit’s Personality Traits as if they were his own, and often finds himself acting in response to the spirit’s suggestions.&lt;br /&gt;
&lt;br /&gt;
If the person or thing to which a spirit is bound is destroyed, the spirit is released. For an object, it is usually sufficient to break it into pieces, though crushing it into dust is safer. Animals and people must be more thoroughly destroyed, usually by cremation, because a possessing spirit can take over a body when its original spirit leaves it for any reason, including unconsciousness, Vituperation, and death.&lt;br /&gt;
&lt;br /&gt;
Very few spirits agree to a binding; those that do usually expect something of great value in exchange for their sacrifice. Spirits who have been bound for a long time are often very bad-tempered and disoriented when released from their imprisonment and are as likely to attack their liberators as thank them.&lt;br /&gt;
&lt;br /&gt;
=== Commanding ===&lt;br /&gt;
With the Commanding Art, the sorcerer may issue a command to a spirit, which it must obey. This requires him to draw upon his skill at communicating his desires, and also draws upon his knowledge of the spirit’s realm. If the roll botches, this may release the spirit from his control, anger it, or weaken him.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Commanding Total|stress die + Communication + Commanding + (Realm) Lore + aura + (Penetration x Penetration Modifier)}}&lt;br /&gt;
&lt;br /&gt;
To command a spirit in a summoning circle, the sorcerer must exceed its Might Score on his Commanding Total, although if the spirit has agreed to follow his instructions (perhaps as part of a bargain) and allows the effect to pass through its Magic Resistance, he only has to avoid botching. If the spirit is not within a summoning circle, he must double its Might Score, or only exceed it if it does not resist. If the summoned spirit is a demon, add his (Hierarchy Score x 5) to his Commanding Total, and the storyguide should add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Commanding Target Level|spirit’s Might}}&lt;br /&gt;
&lt;br /&gt;
The spirit only remains under the sorcerer’s influence until it has completed its task, at which point it is free to return to the place from which it was summoned. However, there is usually a brief window of time before the spirit departs, enough time for the sorcerer to elaborate upon this task if he is present; a command such as “Kill a pig and bring it to me” can be followed up with a related command such as “Roast this pig for me” without releasing the spirit from its service.&lt;br /&gt;
&lt;br /&gt;
A command has force for only a short while, however, only until midday or midnight, and all commands must be reissued at those times if the task is not yet finished. Again, there is a short period of a few minutes before the spirit departs in which the sorcerer may reinforce the command if he is present. Thus, open-ended commands such as “Guard this door” only remain in effect for a short while without the sorcerer’s periodic involvement.&lt;br /&gt;
&lt;br /&gt;
The most common command is “Follow me.” This instructs the spirit to travel peacefully behind the sorcerer until he issues it another command that discharges it from its obligation. He does not need to renew this command each day, though if he travels to a place where the spirit cannot follow, the spirit is freed. Powerful summoners are often accompanied by great assemblies of such spirits.&lt;br /&gt;
&lt;br /&gt;
Other common commands include:&lt;br /&gt;
* &#039;&#039;&#039;“Advise me:”&#039;&#039;&#039; Any spirit summoned can be compelled to answer questions truthfully, though it may omit facts or mislead the sorcerer in other ways. Once he has his answer, the spirit is released.&lt;br /&gt;
* &#039;&#039;&#039;“Aid me:”&#039;&#039;&#039; The spirit joins with the sorcerer for the duration and increases one of his Characteristics, Abilities, or Arts up to its score.&lt;br /&gt;
* &#039;&#039;&#039;“Begone:”&#039;&#039;&#039; The spirit returns to the place from which it was summoned, but in its incorporeal state, and cannot take a physical form for the remaining duration of the command. If the spirit had possessed a person or was bound to an object, this essentially frees it. Some spirits may be grateful for this, others enraged.&lt;br /&gt;
* &#039;&#039;&#039;“Commune with me:”&#039;&#039;&#039; The spirit joins with the sorcerer and shares its memories for the duration of the command, allowing him to perceive past events from its point of view. In this way he may also see visions of the future, though this is based upon what the spirit imagines will happen, based on current events, and not any sort of supernatural truth.&lt;br /&gt;
* &#039;&#039;&#039;“Glorify me:”&#039;&#039;&#039; The sorcerer gains an Infernal Reputation, at a rank equal to the spirit’s Hierarchy Score, for the duration of the command.&lt;br /&gt;
* &#039;&#039;&#039;“Heal me:”&#039;&#039;&#039; The spirit temporarily patches a single wound, though it reopens after the command ends.&lt;br /&gt;
* &#039;&#039;&#039;“Journey:”&#039;&#039;&#039; The spirit travels to any place the sorcerer specifies, assuming it has the power to do so and knows how to reach it. Many Infernal spirits can travel to a place instantly if given an Arcane Connection to it, and cover ground much more quickly than a person.&lt;br /&gt;
* &#039;&#039;&#039;“Perform for me:”&#039;&#039;&#039; The spirit attempts to use any of its Powers or Abilities as directed, usually to achieve some particular goal.&lt;br /&gt;
* &#039;&#039;&#039;“Protect me:”&#039;&#039;&#039; The sorcerer joins with the spirit and gains its Might Score as Magic Resistance. This is very similar to having the spirit bound to him as in Binding, above, except that it is only a temporary effect, and must be renewed twice each day.&lt;br /&gt;
* &#039;&#039;&#039;“Return peacefully:”&#039;&#039;&#039; The spirit returns to the place from which it was summoned, and from then on cannot harm the sorcerer directly unless he summons it again.&lt;br /&gt;
* &#039;&#039;&#039;“Teach me:”&#039;&#039;&#039; The spirit instructs the sorcerer in an Ability. If the command is renewed twice each day for a season, this experience is Teaching experience, otherwise this instruction may be treated as an Adventure source, though the sorcerer cannot exceed the spirit’s score in the Ability he studies.&lt;br /&gt;
&lt;br /&gt;
Actions can be combined, as in “Journey to Semita Errabunda and slay Moratamis,” but they must be succinctly stated in one command. Demons are notoriously crafty with words and delight in twisting instructions so that they have unintended consequences. Spirits also retain their discretion, and unless clearly instructed otherwise can carry out the commands as they think best. Thus, an instruction like “Destroy yourself” may not be effective, as the spirit can plan and execute the instruction very slowly, ensuring it does not succeed before the command’s duration expires.&lt;br /&gt;
&lt;br /&gt;
Most spirits do not like being commanded without receiving something in return, and usually bear a grudge against the sorcerer if they have been held in service to him for a particularly long time.&lt;br /&gt;
&lt;br /&gt;
=== Mythic Companion: The Summoner ===&lt;br /&gt;
The first sorcerers were most likely the Sho’elim ‘ov — literally “spirit borrowers” or “spirit consulters.” They were Jewish summoners and necromancers versed in the occult, who are even mentioned in several chapters of the Bible. The men and woman of this sinister profession dwelt on the perimeters of society, and were often depicted as villains and monsters in Jewish fables, because their ability to contact and speak with the dead was expressly forbidden by the holy laws of the Torah.&lt;br /&gt;
&lt;br /&gt;
Their dark arts spread to other cultures, however, and by 1220 a sorcerer is not exclusively a sho’el ‘ov. Characters versed in the secrets of sorcery may be found in many different areas of the world, though they are rarely admired or respected, and are usually considered outsiders and pariahs wherever they go. In most cases they live as hermits, looked after by the many ghostly servants they command, and those who can see spirits might witness these shapes gathering around the master in a sort of spectral pack. They often nurse their envy and pride, scorning the people who do not have their gift or their curse, but they are too proud of their Arts to forgo them.&lt;br /&gt;
&lt;br /&gt;
Sometimes children are born with a knack for commanding and summoning spirits that they increase through practice or Infernal tutelage, but most summoners learn from a master, and are usually bound to his service until he dies. Many of these summoners have a ghostly warder that acts as their familiar spirit, though its concern for them is not necessarily mutual. It is often the case that the spirit is bound to the summoner against its will, and in many cases this spirit is the summoner’s former master. In any case, the summoner may often learn additional secrets about the spirit world from this ghostly mentor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Virtues&#039;&#039;&#039;:  A Summoner must begin with the following Virtues:&lt;br /&gt;
* Summoner (Free – Special Virtue)&lt;br /&gt;
* Summoning (Major, Goetic Art)&lt;br /&gt;
&lt;br /&gt;
In addition, the character receives &#039;&#039;&#039;one&#039;&#039;&#039; of these Minor Virtues at no cost:&lt;br /&gt;
* Arcane Lore (Minor, General)&lt;br /&gt;
* Student of (Infernal) (Minor, General)&lt;br /&gt;
* Wise One (Minor, Social Status)&lt;br /&gt;
&lt;br /&gt;
If the character takes the Major Flaw Diabolic Past or the Major Virtue Demon Blood, he may substitute another Minor Virtue in place of this one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==== Nicolai, the Summoner ====&lt;br /&gt;
* &#039;&#039;&#039;Characteristics&#039;&#039;&#039;: Int +3, Per +3, Pre +1, Com +1, Str +2, Sta 0 (1), Dex –1 (1), Qik 0 (1)&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 40 (30)&lt;br /&gt;
* &#039;&#039;&#039;Decrepitude&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Warping Score&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score&#039;&#039;&#039;: 1 (3)&lt;br /&gt;
* &#039;&#039;&#039;Hierarchy Score&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws&#039;&#039;&#039;: Summoner; Summoning; Arcane Lore (free), Improved Characteristics (x3), Intuition, Magic Sensitivity, Sharp Ears, Second Sight, Well-Traveled, Wilderness Sense; Pagan; Outcast, Oversensitive (oppression of the weak), Social Handicap (dour)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits&#039;&#039;&#039;: Clever +3, Shrewd +3, Honorable +2&lt;br /&gt;
* &#039;&#039;&#039;Reputations&#039;&#039;&#039;: Hard Trader 3 (Lithuania), Honorable 2 (those with whom he has traded), Shrewd 1 (Infernal)&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039;:&lt;br /&gt;
** Fist: Init 0, Attack +2, Defense +3, Damage +2&lt;br /&gt;
** Knife: Init 0, Attack +4, Defense +4, Damage +4&lt;br /&gt;
** Axe: Init +1, Attack +7, Defense +4, Damage +8&lt;br /&gt;
* &#039;&#039;&#039;Soak&#039;&#039;&#039;: 1 (fur)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue Levels&#039;&#039;&#039;: OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
* &#039;&#039;&#039;Wound Penalties&#039;&#039;&#039;: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16-20)&lt;br /&gt;
* &#039;&#039;&#039;Abilities&#039;&#039;&#039;: Arabic 2, Artes Liberales 1 (Latin), Bargain 4 (airy spirits), Brawl 3 (knife), Charm 3 (customers), Concentration 2 (summoning), Folk Ken 3 (customers), French 2, German 2, Infernal Lore 3 (spirits of sickness), Intrigue 3 (hedge wizards), Italian 2, Latin 3, Lithuanian 5, Magic Lore 4 (airy spirits), Magic Sensitivity 3 (beasts), Penetration 2 (Summoning), Russian 2, Second Sight 3 (airy spirits), Single Weapon 3 (axe), Survival 2 (forest), Wilderness Sense 2 (at night)&lt;br /&gt;
* &#039;&#039;&#039;Arts&#039;&#039;&#039;: Summoning 10&lt;br /&gt;
* &#039;&#039;&#039;Equipment&#039;&#039;&#039;: Dagger, axe, fur coat, summoning ritual materials&lt;br /&gt;
* &#039;&#039;&#039;Encumbrance&#039;&#039;&#039;: 0 (3)&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Nicolai is a middle-aged Slavic man with dark hair and a moustache. He dresses as a prosperous peasant of the region, with a coat made of wolf pelts, robes, and breeches tied at the ankle.&lt;br /&gt;
&lt;br /&gt;
Nicolai grew up in a small Lithuanian village. His parents, like many in their village, followed the old pre-Christian religion of the area. Nicolai shares this faith, but is understandably reticent to discuss the fact. When he was a youth, his village was destroyed by the Christian knights in one of their periodic “crusades” against Baltic pagans. He became a wanderer, seeking knowledge, power, and fortune. While in Kiev he caught the eye of a wandering merchant who was also a summoner. Nicolai traveled with him for many years, finally setting out on his own. He has become a successful merchant, using his skill at driving bargains to his advantage. For a price, he summons spirits and bargains with them, but only when the reward is enough to make it worth his while. His sins are usually associated with greed and avarice, though he is relatively virtuous and does not like associating with Infernal spirits if he can avoid it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: the Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20106</id>
		<title>Realms of Power: The Infernal Chapter Eleven: Ars Goetia</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20106"/>
		<updated>2025-04-14T19:28:35Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Commanding */ Creating part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InWorldCitation|When thou art come into the land which the LORD thy God giveth thee, thou shalt not learn to do after the abominations of those nations.&amp;lt;br/&amp;gt;&lt;br /&gt;
There shall not be found among you [any one] that maketh his son or his daughter to pass through the fire, [or] that useth divination, [or] an observer of times, or an enchanter, or a witch,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or a charmer, or a consulter with familiar spirits, or a wizard, or a necromancer|Deuteronomy 18:9–11}}&lt;br /&gt;
&lt;br /&gt;
The Ars Goetia (literally, “the howling art”) supposedly originated in the ancient world, and many believe it is derived from the secret arts practiced by Solomon and the Witch of Endor in the Bible. Those who learn the Goetic Arts are usually referred to as sorcerers, a word that has very negative connotations throughout Mythic Europe. For this reason, goetic practitioners might refer to themselves as “summoners” or “thaumaturgists,” terms that are marginally less stigmatized, but this prejudice is difficult to overcome since their Powers tend to be associated with dark spirits of the night and strange, occult forces.&lt;br /&gt;
&lt;br /&gt;
== The Goetic Arts ==&lt;br /&gt;
The Goetic Arts use a study and spellcasting mechanic similar to the Hermetic magic system, though they are actually Supernatural Powers. There are four Arts that make up the Ars Goetia: Summoning, Ablating, Binding, and Commanding. These may be learned like Supernatural Abilities, though they are opened at 0 instead of 1, and increase as Arts, usually through studying books or learning from a master.&lt;br /&gt;
&lt;br /&gt;
Sorcerers also use Penetration with these Arts, and calculate Penetration much like Hermetic magi or other infernalists. That is, they multiply their Penetration score by a modifier that increases depending upon their sympathetic connection to the target. Like other infernalists, a character using the Goetic Arts may incorporate a sacrifice into his ritual to boost the strength of the effect.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
Summoning is the Art of drawing a spirit into the infernalist’s presence, transporting it to him so that he may bargain with it or further target it with his Powers. The sorcerer may summon any incorporeal creature with Might using this Art, and may also affect incorporeal beings who have temporarily taken a physical form through some variation of possession, though he does not summon the body when he does so. The exception to this is demons, which have corporeal bodies made of pure spirit, and so can be summoned with this Art.&lt;br /&gt;
&lt;br /&gt;
To begin, the character must draw a circle upon the ground. Many sorcerers light candles along the sides of their circles, to make it easier to see if the border is unbroken. Other special preparations, such as incense, ritual chanting, or drawing additional shapes inside the circle (a five-pointed star is common), or words around the perimeter, may help him focus his mind on the effect, reducing the difficulty of maintaining his concentration once he has summoned the spirit. This is usually a bonus of +1 to +3 to his Stamina + Concentration rolls, with the higher bonuses requiring more time and specialized materials.&lt;br /&gt;
&lt;br /&gt;
To summon a specific spirit, the sorcerer must have an Arcane Connection to it (for demons, this almost always means that he has memorized its True Name). The Summoning Total is based on his Presence and his score in the Summoning Art, and also incorporates his knowledge of the spirit’s supernatural realm. The Penetration Total is also incorporated into this formula, including the increased Penetration Modifier for having an Arcane Connection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning Total|stress die + Presence + Summoning + (Realm) Lore + aura + (Penetration x Penetration Modifier)}}&lt;br /&gt;
&lt;br /&gt;
If the sorcerer is summoning a demon, add his (Hierarchy Score x 5) to the Summoning Total, and the storyguide adds the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Demon Summoning|Summoning Total + (sorcerer’s Hierarchy Score x 5) vs. Target Level + (demon’s Hierarchy Score x 5)}}&lt;br /&gt;
&lt;br /&gt;
The character can instead summon a non-specific spirit from the surrounding area, by throwing his sorcery like a net into the ocean and pulling in whatever he catches. This is called &#039;&#039;&#039;scouring&#039;&#039;&#039;. He draws upon his knowledge of the area to call a spirit to him, with very little control over what sort of spirit responds. He usually attracts a spirit affiliated with the same realm as his Summoning Power, with Might approximately equal to half his Summoning Total, though he is more likely to summon a spirit that is nearby than one that is farther away. If used in a supernatural aura, he probably summons a spirit associated with that aura’s realm.&lt;br /&gt;
&lt;br /&gt;
Scouring the Dominion or areas with no supernatural aura has a tendency to turn up demons with disturbing frequency, as low-ranking ones are fairly common in these places. They may not necessarily appear as demons, for many of them can hide their true form. Thus, it is usually unwise to scour an area without some idea of what sort of creature will be summoned.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Scouring Total|stress die + Presence + Summoning + (Area) Lore + aura + Penetration}}&lt;br /&gt;
&lt;br /&gt;
The amount of time it takes to make contact with a spirit varies depending upon the distance between it and the sorcerer; if it is in the same general region (the same forest, city, or battlefield, for example) it only takes a few minutes, but it can take hours to reach a spirit that is more than a day’s travel away, and several days or even weeks to contact a spirit in another country. During this time, the sorcerer must maintain his concentration or the summoning fails, and the effort always costs him a Fatigue level.&lt;br /&gt;
&lt;br /&gt;
When you have determined the final total, the storyguide should compare it to the spirit’s Might score. If the sorcerer’s total is at least double the Might, the spirit is summoned and appears within the circle where the caster can see it. It can hear him, and he can hear it when it speaks. It must remain there until he dismisses it, sending it back to whence it came and ending the summoning, or until the next midday or midnight, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
If the Summoning or Scouring Total is not double the spirit’s Might, but is at least equal to the spirit’s Might, the spirit is summoned, but the sorcerer must maintain concentration on the effect or the spirit is free to remain or depart whenever it likes. It is only perceptible for as long as he concentrates, so that if he breaks his concentration it may become invisible and continue to lurk nearby while seeming to depart.&lt;br /&gt;
&lt;br /&gt;
While the spirit remains in the circle, it cannot affect the sorcerer or anything else outside the perimeter with its Powers. Often an angry spirit waits invisibly within a hastily drawn ring until it erodes or collects enough dust to break the line, and then exacts its revenge upon the sorcerer or anyone else nearby upon being freed. The sorcerer can also lower his ward briefly by concentrating, in order to allow an effect through, much in the same way that a magus can allow an effect to pass his Parma Magica.&lt;br /&gt;
&lt;br /&gt;
A botch on the Summoning roll might summon a different spirit than the one he intended, or summon a demon pretending to be his target. It could also mean that the circle or summoning ritual is flawed, so that while the spirit is summoned, there is nothing &lt;br /&gt;
preventing it from attacking. Or, the summoning might simply cause the sorcerer to gain Warping Points and perhaps force a check for Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning or Scouring Target Level|spirit’s Might x 2}}&lt;br /&gt;
&lt;br /&gt;
Once he has summoned a spirit, the sorcerer has many interesting options concerning what to do with it. The most common activity is to bargain with it. He offers it something it wants in exchange for its assistance, and it decides whether or not to help him. It is best to roleplay this process, but if a mechanic is needed, a contested Communication + Bargain roll is appropriate, modified by any appropriate Reputations. Spirits may be highly offended if they are disturbed to no worthwhile purpose, so it is wise for a sorcerer to prepare something worthwhile in trade before beginning a summoning.&lt;br /&gt;
&lt;br /&gt;
A sorcerer may also use this opportunity to affect the spirit with his other Powers, such as Ablating, Binding, or Commanding, each of which is described below. These Arts are more effective on a spirit that is held in a summoning circle, and if the spirit is free it will probably depart rather than submit to the effect, unless it has agreed to it as part of a bargain or trade.&lt;br /&gt;
&lt;br /&gt;
Note that if the Summoning or Scouring Total was not at least double the Target Level, then interacting with the spirit in any way, even simply talking with it, requires a Stamina + Concentration roll to maintain the circle (see the [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic#Concentration|Concentration Table]]). As stated above, there are trappings the sorcerer can integrate into the effect that make it easier for him to maintain concentration, but it is better not to have to roll, as there is always the chance of a botch.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Summoning and Other Realms ====&lt;br /&gt;
The Art of Summoning is not necessarily an Infernal Power (though Ablating, Binding, and Commanding are); like other Supernatural Powers it is often associated with Magic or Faerie, and uses one of those columns on the aura interaction chart. However, because of its sinister associations with spirits and the underworld, Summoning is always tainted — Divine Powers of investigation perceive its use as unholy, even if it is part of another realm. Yet it is still very appropriate for characters who practice necromancy, summon nature spirits, or study the magical mysteries of &#039;&#039;&#039;&#039;&#039;theurgy&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;synthemata&#039;&#039;&#039;&#039;&#039;. Future &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; supplements may include other forms of Summoning that are not unholy by association (such as those that call faeries or animals), with related summoning Arts that characters can use to bind them to service.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ablating ===&lt;br /&gt;
Ablating is the process of tearing at the spirit, grasping at it, and stealing away some of its essence, making the sorcerer stronger and leaving the spirit significantly weaker. This is always an Infernal Power, and it always aggravates the spirit, because it permanently reduces its Might Score, and any time the character uses it he almost certainly gains an enemy for life&lt;br /&gt;
(and perhaps beyond). Spirits never agree to this sort of effect as part of a bargain.&lt;br /&gt;
&lt;br /&gt;
During the ablation, the sorcerer must endure powerful forces as they are drawn into his body, and knowledge of the spirit’s supernatural realm improves his ability to adapt to them. If you botch the stress roll, the character will almost certainly suffer Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Total|stress die + Stamina + Ablating + (Realm) Lore + aura + (Penetration x Penetration Multiplier)}}&lt;br /&gt;
&lt;br /&gt;
To achieve results, the Ablation Total must exceed the spirit’s Might Score if it is held within a summoning circle, or exceed double its Might Score if not. If ablating a demon, you may add the character’s (Hierarchy Score x 5) to the Ablation Total, and the storyguide should also add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Target Level|spirit’s Might, or spirit’s Might x 2)}}&lt;br /&gt;
&lt;br /&gt;
Note the amount by which the Ablation Total exceeds the Target Level. The storyguide subtracts this amount from the spirit’s Might Score, permanently weakening it, and the character receives a number of Ablation Points equal to this number divided by five, rounded down. If this total is greater than the spirit’s Might Score, use the Might Score instead.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Points|(Ablation Total – Ablation Target Level) / 5, or spirit’s Might / 5}}&lt;br /&gt;
&lt;br /&gt;
These Ablation Points may be spent on one of the effects that follow, which represent the different ways the sorcerer can channel the spirit’s power and so harness the Might he has drawn from it. Unless stated otherwise, all of these effects are permanent.&lt;br /&gt;
* &#039;&#039;&#039;Confidence&#039;&#039;&#039;: The sorcerer gains this many Confidence Points, though no more than his (Confidence Score x 5). You can also spend these Ablation Points on his Confidence Score like experience points, increasing it as if it were an Ability.&lt;br /&gt;
* &#039;&#039;&#039;Capability&#039;&#039;&#039;: You may spend Ablation Points on appropriate Characteristics, just like the points received during character creation or from the Good Characteristics Virtue. These cannot raise his scores above the spirit’s scores.&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: The sorcerer can instantly heal his injuries: 5 points heals a Heavy Wound, 3 points heals a Medium Wound, and 1 point heals a Light Wound. One point can also immediately restore a long-term Fatigue level.&lt;br /&gt;
* &#039;&#039;&#039;Immortality&#039;&#039;&#039;: Add this amount as a Longevity bonus to the sorcerer’s Aging rolls (though not those associated with Vituperation). This bonus is not cumulative, and lasts only until he suffers an aging crisis.&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039;: The sorcerer receives some of the spirit’s thoughts and memories, giving insight into its plans, background, and intentions. The more Might drawn from it, the more the character knows.&lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;: The sorcerer gains five times as many experience points in an appropriate Art or Ability, though this cannot exceed the spirit’s own scores. This supersedes any other study the character may be engaged in during the season, as the new knowledge distracts him from other projects.&lt;br /&gt;
* &#039;&#039;&#039;Might&#039;&#039;&#039;: The sorcerer gains this many points of Infernal Might (even if the spirit is actually associated with another realm), though this amount cannot exceed the spirit’s former Might Score or your (Confidence Score x 5). &#039;&#039;&#039;&#039;&#039;Some characters cannot do this; see Chapter 9: Infernal Characters, Characters with Might Scores for restrictions on which sorts of characters can have Infernal Might.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: The sorcerer gains a Power possessed by the spirit or appropriate to the spirit’s nature. If the sorcerer has Infernal Might, he may activate the Power with it. If he does not have Infernal Might, it manifests as an appropriate Virtue or Flaw instead.&lt;br /&gt;
* &#039;&#039;&#039;Vis&#039;&#039;&#039;: The sorcerer extracts this many pawns of vis from the spirit, of an Art appropriate to its nature. This vis is always Infernal, usually vis sordida or vis prava &#039;&#039;&#039;&#039;&#039;(see Chapter 1: The Infernal Realm, Infernal Vis)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The character also increases an appropriate Infernal Reputation by this number of experience points, and gains a Warping Point for experiencing a powerful supernatural effect.&lt;br /&gt;
&lt;br /&gt;
After the ablation, if the spirit has not been destroyed, it is immediately returned to the place from which it was originally summoned. If it knows who the sorcerer is or where to find him, he can expect that its revenge will soon follow.&lt;br /&gt;
&lt;br /&gt;
This is a very fast way to gain status in Hell, as infamy is just as good as respect among demons. Many characters find the benefits of ablation are powerful enough to tempt them to cross the line separating “kill the demons” from “take their stuff.”&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Bargaining with Demons ====&lt;br /&gt;
Knowingly dealing with demons is a very dangerous proposition, for without supernatural safeguards that force compliance they are under no obligation to follow through on their promises and in fact are very likely to betray the sorcerer. The payment they expect in exchange for their services is usually blatantly sinful, consisting of sickening requests like desecrating a church or slaying an innocent. If that weren’t enough, demons often turn the tables and threaten the sorcerer instead, proposing bargains such as “Burn down the village, or I’ll convince everyone in the region that you raped your sisters — even if you don’t have any sisters!” Demons have great power at their disposal, but it is very difficult to get anything from them without performing horrible acts that go beyond the pale in return.&lt;br /&gt;
&lt;br /&gt;
Some clever demons may be more subtle. They might agree to aid a sorcerer for a relatively low price in order to corrupt him, to make him believe that demons “aren’t so bad,” or to maintain an illusion of belonging to another realm. Of course, doing evil includes its own penalty, for simply allowing himself to be affected by an Infernal Power stains the character’s soul, even if he did not know he was dealing with a demon, and no bargain is bad for the demon if it means the character comes out a sinner. Once it has established a relationship with the sorcerer and made him dependent upon its aid, it is much easier to step up the pressure and lead him into full-scale depravity and corruption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Binding ===&lt;br /&gt;
Binding is the Goetic Art of changing a spirit so that it becomes part of a person or thing. The sorcerer forces the spirit into the target, changing it to conform to its new size, shape, and nature. This requires a cunning mind, and knowledge of the spirit’s realm is also helpful. Botching this sort of effect may damage the spirit, or ruin the target, or perhaps cause the spirit to join with another target instead.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Binding Total|stress die + Intelligence + Binding + (Realm) Lore + aura + (Penetration x Penetration Multiplier)}}&lt;br /&gt;
&lt;br /&gt;
To succeed at binding a spirit within a summoning circle, the sorcerer must exceed its Might Score on his Binding Total, though if the spirit is accommodating and allows the effect without resisting, he must simply avoid botching. If it is not in a summoning circle, he must double its Might Score, or merely exceed its Might if it does not resist. If binding a demon, he may add his (Hierarchy Score x 5) to his Binding Total, and the storyguide should also add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Binding Target Level|spirit’s Might}}&lt;br /&gt;
&lt;br /&gt;
If the binding is successful, the spirit cannot leave the target, though unlike the effects of a demon’s Possession Power, the spirit may regain Might and activate any of its Powers while it is bound. It is also aware of its surroundings; it can use the binding target’s senses to hear or see what is said in its presence or feel when the target is touched. Most spirits can even communicate with the target; if bound to a person, they can usually spend a Might Point to speak directly into his thoughts. However, they essentially become part of the target, and while there they cannot be detected.&lt;br /&gt;
&lt;br /&gt;
There are several inherent benefits of binding a spirit in this way. Most notably, a person with a spirit bound to him, or who is touching an object with a spirit bound into it, can harness the spirit’s Might as Magic Resistance. Any number of spirits may be bound to a single target, but only the strongest Might Score may be used as Magic Resistance, and this value is not cumulative with any other sort.&lt;br /&gt;
&lt;br /&gt;
A spirit bound to an object acts as a sort of anchor for other Infernal effects, including maleficia. This is similar to the way Hermetic magi prepare an object as an invested device. The binding can hold a number of spell levels equal to the spirit’s (Might x 5); the sorcerer must devote a season to preparing the spirit for the effect and must then successfully perform the ritual that casts it. Use the [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|laboratory rules]] to determine the number of uses per day, whether the spirit maintains concentration, and so on. Hermetic magi may treat a bound spirit as if the object were an invested item already opened for enchantment, with a number of pawns of Vim vis equal to the spirit’s Might.&lt;br /&gt;
&lt;br /&gt;
When a spirit is bound to a person, that person may learn to take advantage of its Abilities over time. The character may spend experience points on Abilities he shares with the spirit as if he had an Affinity with that Ability, so long as the spirit has a greater score. Also, if the character can learn a Supernatural Ability possessed by the spirit, when he studies it he may halve the study penalty that is normally applied.&lt;br /&gt;
&lt;br /&gt;
In addition, a character with a spirit bound to him may learn to use the spirit’s Powers and Might Points. Each Power is learned like a Supernatural Ability, though there is no learning penalty for having other Powers. Once the Power is gained, the character may spend experience points on it, increasing his score in it like an Ability. When the character has reached a score in the Power equal to the number of Might Points necessary to activate it, he may use it as if he were the spirit, spending the spirit’s Might Points as if they were his own.&lt;br /&gt;
&lt;br /&gt;
Except when experiencing Vituperation, a character with a spirit bound to him need not make any Aging rolls, as his life is extended by the spirit’s Might. However, he gains a Warping Point every year for being under a constant supernatural effect. Also, an infernalist who binds a demon to himself usually gains an Infernal Reputation at a rank equal to the bound demon’s Hierarchy Score. Finally, the person must treat the spirit’s Personality Traits as if they were his own, and often finds himself acting in response to the spirit’s suggestions.&lt;br /&gt;
&lt;br /&gt;
If the person or thing to which a spirit is bound is destroyed, the spirit is released. For an object, it is usually sufficient to break it into pieces, though crushing it into dust is safer. Animals and people must be more thoroughly destroyed, usually by cremation, because a possessing spirit can take over a body when its original spirit leaves it for any reason, including unconsciousness, Vituperation, and death.&lt;br /&gt;
&lt;br /&gt;
Very few spirits agree to a binding; those that do usually expect something of great value in exchange for their sacrifice. Spirits who have been bound for a long time are often very bad-tempered and disoriented when released from their imprisonment and are as likely to attack their liberators as thank them.&lt;br /&gt;
&lt;br /&gt;
=== Commanding ===&lt;br /&gt;
With the Commanding Art, the sorcerer may issue a command to a spirit, which it must obey. This requires him to draw upon his skill at communicating his desires, and also draws upon his knowledge of the spirit’s realm. If the roll botches, this may release the spirit from his control, anger it, or weaken him.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Commanding Total|stress die + Communication + Commanding + (Realm) Lore + aura + (Penetration x Penetration Modifier)}}&lt;br /&gt;
&lt;br /&gt;
To command a spirit in a summoning circle, the sorcerer must exceed its Might Score on his Commanding Total, although if the spirit has agreed to follow his instructions (perhaps as part of a bargain) and allows the effect to pass through its Magic Resistance, he only has to avoid botching. If the spirit is not within a summoning circle, he must double its Might Score, or only exceed it if it does not resist. If the summoned spirit is a demon, add his (Hierarchy Score x 5) to his Commanding Total, and the storyguide should add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Commanding Target Level|spirit’s Might}}&lt;br /&gt;
&lt;br /&gt;
The spirit only remains under the sorcerer’s influence until it has completed its task, at which point it is free to return to the place from which it was summoned. However, there is usually a brief window of time before the spirit departs, enough time for the sorcerer to elaborate upon this task if he is present; a command such as “Kill a pig and bring it to me” can be followed up with a related command such as “Roast this pig for me” without releasing the spirit from its service.&lt;br /&gt;
&lt;br /&gt;
A command has force for only a short while, however, only until midday or midnight, and all commands must be reissued at those times if the task is not yet finished. Again, there is a short period of a few minutes before the spirit departs in which the sorcerer may reinforce the command if he is present. Thus, open-ended commands such as “Guard this door” only remain in effect for a short while without the sorcerer’s periodic involvement.&lt;br /&gt;
&lt;br /&gt;
The most common command is “Follow me.” This instructs the spirit to travel peacefully behind the sorcerer until he issues it another command that discharges it from its obligation. He does not need to renew this command each day, though if he travels to a place where the spirit cannot follow, the spirit is freed. Powerful summoners are often accompanied by great assemblies of such spirits.&lt;br /&gt;
&lt;br /&gt;
Other common commands include:&lt;br /&gt;
* &#039;&#039;&#039;“Advise me:”&#039;&#039;&#039; Any spirit summoned can be compelled to answer questions truthfully, though it may omit facts or mislead the sorcerer in other ways. Once he has his answer, the spirit is released.&lt;br /&gt;
* &#039;&#039;&#039;“Aid me:”&#039;&#039;&#039; The spirit joins with the sorcerer for the duration and increases one of his Characteristics, Abilities, or Arts up to its score.&lt;br /&gt;
* &#039;&#039;&#039;“Begone:”&#039;&#039;&#039; The spirit returns to the place from which it was summoned, but in its incorporeal state, and cannot take a physical form for the remaining duration of the command. If the spirit had possessed a person or was bound to an object, this essentially frees it. Some spirits may be grateful for this, others enraged.&lt;br /&gt;
* &#039;&#039;&#039;“Commune with me:”&#039;&#039;&#039; The spirit joins with the sorcerer and shares its memories for the duration of the command, allowing him to perceive past events from its point of view. In this way he may also see visions of the future, though this is based upon what the spirit imagines will happen, based on current events, and not any sort of supernatural truth.&lt;br /&gt;
* &#039;&#039;&#039;“Glorify me:”&#039;&#039;&#039; The sorcerer gains an Infernal Reputation, at a rank equal to the spirit’s Hierarchy Score, for the duration of the command.&lt;br /&gt;
* &#039;&#039;&#039;“Heal me:”&#039;&#039;&#039; The spirit temporarily patches a single wound, though it reopens after the command ends.&lt;br /&gt;
* &#039;&#039;&#039;“Journey:”&#039;&#039;&#039; The spirit travels to any place the sorcerer specifies, assuming it has the power to do so and knows how to reach it. Many Infernal spirits can travel to a place instantly if given an Arcane Connection to it, and cover ground much more quickly than a person.&lt;br /&gt;
* &#039;&#039;&#039;“Perform for me:”&#039;&#039;&#039; The spirit attempts to use any of its Powers or Abilities as directed, usually to achieve some particular goal.&lt;br /&gt;
* &#039;&#039;&#039;“Protect me:”&#039;&#039;&#039; The sorcerer joins with the spirit and gains its Might Score as Magic Resistance. This is very similar to having the spirit bound to him as in Binding, above, except that it is only a temporary effect, and must be renewed twice each day.&lt;br /&gt;
* &#039;&#039;&#039;“Return peacefully:”&#039;&#039;&#039; The spirit returns to the place from which it was summoned, and from then on cannot harm the sorcerer directly unless he summons it again.&lt;br /&gt;
* &#039;&#039;&#039;“Teach me:”&#039;&#039;&#039; The spirit instructs the sorcerer in an Ability. If the command is renewed twice each day for a season, this experience is Teaching experience, otherwise this instruction may be treated as an Adventure source, though the sorcerer cannot exceed the spirit’s score in the Ability he studies.&lt;br /&gt;
&lt;br /&gt;
Actions can be combined, as in “Journey to Semita Errabunda and slay Moratamis,” but they must be succinctly stated in one command. Demons are notoriously crafty with words and delight in twisting instructions so that they have unintended consequences. Spirits also retain their discretion, and unless clearly instructed otherwise can carry out the commands as they think best. Thus, an instruction like “Destroy yourself” may not be effective, as the spirit can plan and execute the instruction very slowly, ensuring it does not succeed before the command’s duration expires.&lt;br /&gt;
&lt;br /&gt;
Most spirits do not like being commanded without receiving something in return, and usually bear a grudge against the sorcerer if they have been held in service to him for a particularly long time.&lt;br /&gt;
&lt;br /&gt;
=== Mythic Companion: The Summoner ===&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: the Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20105</id>
		<title>Realms of Power: The Infernal Chapter Eleven: Ars Goetia</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20105"/>
		<updated>2025-04-14T19:17:28Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Binding */ Creating part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InWorldCitation|When thou art come into the land which the LORD thy God giveth thee, thou shalt not learn to do after the abominations of those nations.&amp;lt;br/&amp;gt;&lt;br /&gt;
There shall not be found among you [any one] that maketh his son or his daughter to pass through the fire, [or] that useth divination, [or] an observer of times, or an enchanter, or a witch,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or a charmer, or a consulter with familiar spirits, or a wizard, or a necromancer|Deuteronomy 18:9–11}}&lt;br /&gt;
&lt;br /&gt;
The Ars Goetia (literally, “the howling art”) supposedly originated in the ancient world, and many believe it is derived from the secret arts practiced by Solomon and the Witch of Endor in the Bible. Those who learn the Goetic Arts are usually referred to as sorcerers, a word that has very negative connotations throughout Mythic Europe. For this reason, goetic practitioners might refer to themselves as “summoners” or “thaumaturgists,” terms that are marginally less stigmatized, but this prejudice is difficult to overcome since their Powers tend to be associated with dark spirits of the night and strange, occult forces.&lt;br /&gt;
&lt;br /&gt;
== The Goetic Arts ==&lt;br /&gt;
The Goetic Arts use a study and spellcasting mechanic similar to the Hermetic magic system, though they are actually Supernatural Powers. There are four Arts that make up the Ars Goetia: Summoning, Ablating, Binding, and Commanding. These may be learned like Supernatural Abilities, though they are opened at 0 instead of 1, and increase as Arts, usually through studying books or learning from a master.&lt;br /&gt;
&lt;br /&gt;
Sorcerers also use Penetration with these Arts, and calculate Penetration much like Hermetic magi or other infernalists. That is, they multiply their Penetration score by a modifier that increases depending upon their sympathetic connection to the target. Like other infernalists, a character using the Goetic Arts may incorporate a sacrifice into his ritual to boost the strength of the effect.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
Summoning is the Art of drawing a spirit into the infernalist’s presence, transporting it to him so that he may bargain with it or further target it with his Powers. The sorcerer may summon any incorporeal creature with Might using this Art, and may also affect incorporeal beings who have temporarily taken a physical form through some variation of possession, though he does not summon the body when he does so. The exception to this is demons, which have corporeal bodies made of pure spirit, and so can be summoned with this Art.&lt;br /&gt;
&lt;br /&gt;
To begin, the character must draw a circle upon the ground. Many sorcerers light candles along the sides of their circles, to make it easier to see if the border is unbroken. Other special preparations, such as incense, ritual chanting, or drawing additional shapes inside the circle (a five-pointed star is common), or words around the perimeter, may help him focus his mind on the effect, reducing the difficulty of maintaining his concentration once he has summoned the spirit. This is usually a bonus of +1 to +3 to his Stamina + Concentration rolls, with the higher bonuses requiring more time and specialized materials.&lt;br /&gt;
&lt;br /&gt;
To summon a specific spirit, the sorcerer must have an Arcane Connection to it (for demons, this almost always means that he has memorized its True Name). The Summoning Total is based on his Presence and his score in the Summoning Art, and also incorporates his knowledge of the spirit’s supernatural realm. The Penetration Total is also incorporated into this formula, including the increased Penetration Modifier for having an Arcane Connection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning Total|stress die + Presence + Summoning + (Realm) Lore + aura + (Penetration x Penetration Modifier)}}&lt;br /&gt;
&lt;br /&gt;
If the sorcerer is summoning a demon, add his (Hierarchy Score x 5) to the Summoning Total, and the storyguide adds the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Demon Summoning|Summoning Total + (sorcerer’s Hierarchy Score x 5) vs. Target Level + (demon’s Hierarchy Score x 5)}}&lt;br /&gt;
&lt;br /&gt;
The character can instead summon a non-specific spirit from the surrounding area, by throwing his sorcery like a net into the ocean and pulling in whatever he catches. This is called &#039;&#039;&#039;scouring&#039;&#039;&#039;. He draws upon his knowledge of the area to call a spirit to him, with very little control over what sort of spirit responds. He usually attracts a spirit affiliated with the same realm as his Summoning Power, with Might approximately equal to half his Summoning Total, though he is more likely to summon a spirit that is nearby than one that is farther away. If used in a supernatural aura, he probably summons a spirit associated with that aura’s realm.&lt;br /&gt;
&lt;br /&gt;
Scouring the Dominion or areas with no supernatural aura has a tendency to turn up demons with disturbing frequency, as low-ranking ones are fairly common in these places. They may not necessarily appear as demons, for many of them can hide their true form. Thus, it is usually unwise to scour an area without some idea of what sort of creature will be summoned.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Scouring Total|stress die + Presence + Summoning + (Area) Lore + aura + Penetration}}&lt;br /&gt;
&lt;br /&gt;
The amount of time it takes to make contact with a spirit varies depending upon the distance between it and the sorcerer; if it is in the same general region (the same forest, city, or battlefield, for example) it only takes a few minutes, but it can take hours to reach a spirit that is more than a day’s travel away, and several days or even weeks to contact a spirit in another country. During this time, the sorcerer must maintain his concentration or the summoning fails, and the effort always costs him a Fatigue level.&lt;br /&gt;
&lt;br /&gt;
When you have determined the final total, the storyguide should compare it to the spirit’s Might score. If the sorcerer’s total is at least double the Might, the spirit is summoned and appears within the circle where the caster can see it. It can hear him, and he can hear it when it speaks. It must remain there until he dismisses it, sending it back to whence it came and ending the summoning, or until the next midday or midnight, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
If the Summoning or Scouring Total is not double the spirit’s Might, but is at least equal to the spirit’s Might, the spirit is summoned, but the sorcerer must maintain concentration on the effect or the spirit is free to remain or depart whenever it likes. It is only perceptible for as long as he concentrates, so that if he breaks his concentration it may become invisible and continue to lurk nearby while seeming to depart.&lt;br /&gt;
&lt;br /&gt;
While the spirit remains in the circle, it cannot affect the sorcerer or anything else outside the perimeter with its Powers. Often an angry spirit waits invisibly within a hastily drawn ring until it erodes or collects enough dust to break the line, and then exacts its revenge upon the sorcerer or anyone else nearby upon being freed. The sorcerer can also lower his ward briefly by concentrating, in order to allow an effect through, much in the same way that a magus can allow an effect to pass his Parma Magica.&lt;br /&gt;
&lt;br /&gt;
A botch on the Summoning roll might summon a different spirit than the one he intended, or summon a demon pretending to be his target. It could also mean that the circle or summoning ritual is flawed, so that while the spirit is summoned, there is nothing &lt;br /&gt;
preventing it from attacking. Or, the summoning might simply cause the sorcerer to gain Warping Points and perhaps force a check for Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning or Scouring Target Level|spirit’s Might x 2}}&lt;br /&gt;
&lt;br /&gt;
Once he has summoned a spirit, the sorcerer has many interesting options concerning what to do with it. The most common activity is to bargain with it. He offers it something it wants in exchange for its assistance, and it decides whether or not to help him. It is best to roleplay this process, but if a mechanic is needed, a contested Communication + Bargain roll is appropriate, modified by any appropriate Reputations. Spirits may be highly offended if they are disturbed to no worthwhile purpose, so it is wise for a sorcerer to prepare something worthwhile in trade before beginning a summoning.&lt;br /&gt;
&lt;br /&gt;
A sorcerer may also use this opportunity to affect the spirit with his other Powers, such as Ablating, Binding, or Commanding, each of which is described below. These Arts are more effective on a spirit that is held in a summoning circle, and if the spirit is free it will probably depart rather than submit to the effect, unless it has agreed to it as part of a bargain or trade.&lt;br /&gt;
&lt;br /&gt;
Note that if the Summoning or Scouring Total was not at least double the Target Level, then interacting with the spirit in any way, even simply talking with it, requires a Stamina + Concentration roll to maintain the circle (see the [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic#Concentration|Concentration Table]]). As stated above, there are trappings the sorcerer can integrate into the effect that make it easier for him to maintain concentration, but it is better not to have to roll, as there is always the chance of a botch.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Summoning and Other Realms ====&lt;br /&gt;
The Art of Summoning is not necessarily an Infernal Power (though Ablating, Binding, and Commanding are); like other Supernatural Powers it is often associated with Magic or Faerie, and uses one of those columns on the aura interaction chart. However, because of its sinister associations with spirits and the underworld, Summoning is always tainted — Divine Powers of investigation perceive its use as unholy, even if it is part of another realm. Yet it is still very appropriate for characters who practice necromancy, summon nature spirits, or study the magical mysteries of &#039;&#039;&#039;&#039;&#039;theurgy&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;synthemata&#039;&#039;&#039;&#039;&#039;. Future &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; supplements may include other forms of Summoning that are not unholy by association (such as those that call faeries or animals), with related summoning Arts that characters can use to bind them to service.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ablating ===&lt;br /&gt;
Ablating is the process of tearing at the spirit, grasping at it, and stealing away some of its essence, making the sorcerer stronger and leaving the spirit significantly weaker. This is always an Infernal Power, and it always aggravates the spirit, because it permanently reduces its Might Score, and any time the character uses it he almost certainly gains an enemy for life&lt;br /&gt;
(and perhaps beyond). Spirits never agree to this sort of effect as part of a bargain.&lt;br /&gt;
&lt;br /&gt;
During the ablation, the sorcerer must endure powerful forces as they are drawn into his body, and knowledge of the spirit’s supernatural realm improves his ability to adapt to them. If you botch the stress roll, the character will almost certainly suffer Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Total|stress die + Stamina + Ablating + (Realm) Lore + aura + (Penetration x Penetration Multiplier)}}&lt;br /&gt;
&lt;br /&gt;
To achieve results, the Ablation Total must exceed the spirit’s Might Score if it is held within a summoning circle, or exceed double its Might Score if not. If ablating a demon, you may add the character’s (Hierarchy Score x 5) to the Ablation Total, and the storyguide should also add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Target Level|spirit’s Might, or spirit’s Might x 2)}}&lt;br /&gt;
&lt;br /&gt;
Note the amount by which the Ablation Total exceeds the Target Level. The storyguide subtracts this amount from the spirit’s Might Score, permanently weakening it, and the character receives a number of Ablation Points equal to this number divided by five, rounded down. If this total is greater than the spirit’s Might Score, use the Might Score instead.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Points|(Ablation Total – Ablation Target Level) / 5, or spirit’s Might / 5}}&lt;br /&gt;
&lt;br /&gt;
These Ablation Points may be spent on one of the effects that follow, which represent the different ways the sorcerer can channel the spirit’s power and so harness the Might he has drawn from it. Unless stated otherwise, all of these effects are permanent.&lt;br /&gt;
* &#039;&#039;&#039;Confidence&#039;&#039;&#039;: The sorcerer gains this many Confidence Points, though no more than his (Confidence Score x 5). You can also spend these Ablation Points on his Confidence Score like experience points, increasing it as if it were an Ability.&lt;br /&gt;
* &#039;&#039;&#039;Capability&#039;&#039;&#039;: You may spend Ablation Points on appropriate Characteristics, just like the points received during character creation or from the Good Characteristics Virtue. These cannot raise his scores above the spirit’s scores.&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: The sorcerer can instantly heal his injuries: 5 points heals a Heavy Wound, 3 points heals a Medium Wound, and 1 point heals a Light Wound. One point can also immediately restore a long-term Fatigue level.&lt;br /&gt;
* &#039;&#039;&#039;Immortality&#039;&#039;&#039;: Add this amount as a Longevity bonus to the sorcerer’s Aging rolls (though not those associated with Vituperation). This bonus is not cumulative, and lasts only until he suffers an aging crisis.&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039;: The sorcerer receives some of the spirit’s thoughts and memories, giving insight into its plans, background, and intentions. The more Might drawn from it, the more the character knows.&lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;: The sorcerer gains five times as many experience points in an appropriate Art or Ability, though this cannot exceed the spirit’s own scores. This supersedes any other study the character may be engaged in during the season, as the new knowledge distracts him from other projects.&lt;br /&gt;
* &#039;&#039;&#039;Might&#039;&#039;&#039;: The sorcerer gains this many points of Infernal Might (even if the spirit is actually associated with another realm), though this amount cannot exceed the spirit’s former Might Score or your (Confidence Score x 5). &#039;&#039;&#039;&#039;&#039;Some characters cannot do this; see Chapter 9: Infernal Characters, Characters with Might Scores for restrictions on which sorts of characters can have Infernal Might.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: The sorcerer gains a Power possessed by the spirit or appropriate to the spirit’s nature. If the sorcerer has Infernal Might, he may activate the Power with it. If he does not have Infernal Might, it manifests as an appropriate Virtue or Flaw instead.&lt;br /&gt;
* &#039;&#039;&#039;Vis&#039;&#039;&#039;: The sorcerer extracts this many pawns of vis from the spirit, of an Art appropriate to its nature. This vis is always Infernal, usually vis sordida or vis prava &#039;&#039;&#039;&#039;&#039;(see Chapter 1: The Infernal Realm, Infernal Vis)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The character also increases an appropriate Infernal Reputation by this number of experience points, and gains a Warping Point for experiencing a powerful supernatural effect.&lt;br /&gt;
&lt;br /&gt;
After the ablation, if the spirit has not been destroyed, it is immediately returned to the place from which it was originally summoned. If it knows who the sorcerer is or where to find him, he can expect that its revenge will soon follow.&lt;br /&gt;
&lt;br /&gt;
This is a very fast way to gain status in Hell, as infamy is just as good as respect among demons. Many characters find the benefits of ablation are powerful enough to tempt them to cross the line separating “kill the demons” from “take their stuff.”&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Bargaining with Demons ====&lt;br /&gt;
Knowingly dealing with demons is a very dangerous proposition, for without supernatural safeguards that force compliance they are under no obligation to follow through on their promises and in fact are very likely to betray the sorcerer. The payment they expect in exchange for their services is usually blatantly sinful, consisting of sickening requests like desecrating a church or slaying an innocent. If that weren’t enough, demons often turn the tables and threaten the sorcerer instead, proposing bargains such as “Burn down the village, or I’ll convince everyone in the region that you raped your sisters — even if you don’t have any sisters!” Demons have great power at their disposal, but it is very difficult to get anything from them without performing horrible acts that go beyond the pale in return.&lt;br /&gt;
&lt;br /&gt;
Some clever demons may be more subtle. They might agree to aid a sorcerer for a relatively low price in order to corrupt him, to make him believe that demons “aren’t so bad,” or to maintain an illusion of belonging to another realm. Of course, doing evil includes its own penalty, for simply allowing himself to be affected by an Infernal Power stains the character’s soul, even if he did not know he was dealing with a demon, and no bargain is bad for the demon if it means the character comes out a sinner. Once it has established a relationship with the sorcerer and made him dependent upon its aid, it is much easier to step up the pressure and lead him into full-scale depravity and corruption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Binding ===&lt;br /&gt;
Binding is the Goetic Art of changing a spirit so that it becomes part of a person or thing. The sorcerer forces the spirit into the target, changing it to conform to its new size, shape, and nature. This requires a cunning mind, and knowledge of the spirit’s realm is also helpful. Botching this sort of effect may damage the spirit, or ruin the target, or perhaps cause the spirit to join with another target instead.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Binding Total|stress die + Intelligence + Binding + (Realm) Lore + aura + (Penetration x Penetration Multiplier)}}&lt;br /&gt;
&lt;br /&gt;
To succeed at binding a spirit within a summoning circle, the sorcerer must exceed its Might Score on his Binding Total, though if the spirit is accommodating and allows the effect without resisting, he must simply avoid botching. If it is not in a summoning circle, he must double its Might Score, or merely exceed its Might if it does not resist. If binding a demon, he may add his (Hierarchy Score x 5) to his Binding Total, and the storyguide should also add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Binding Target Level|spirit’s Might}}&lt;br /&gt;
&lt;br /&gt;
If the binding is successful, the spirit cannot leave the target, though unlike the effects of a demon’s Possession Power, the spirit may regain Might and activate any of its Powers while it is bound. It is also aware of its surroundings; it can use the binding target’s senses to hear or see what is said in its presence or feel when the target is touched. Most spirits can even communicate with the target; if bound to a person, they can usually spend a Might Point to speak directly into his thoughts. However, they essentially become part of the target, and while there they cannot be detected.&lt;br /&gt;
&lt;br /&gt;
There are several inherent benefits of binding a spirit in this way. Most notably, a person with a spirit bound to him, or who is touching an object with a spirit bound into it, can harness the spirit’s Might as Magic Resistance. Any number of spirits may be bound to a single target, but only the strongest Might Score may be used as Magic Resistance, and this value is not cumulative with any other sort.&lt;br /&gt;
&lt;br /&gt;
A spirit bound to an object acts as a sort of anchor for other Infernal effects, including maleficia. This is similar to the way Hermetic magi prepare an object as an invested device. The binding can hold a number of spell levels equal to the spirit’s (Might x 5); the sorcerer must devote a season to preparing the spirit for the effect and must then successfully perform the ritual that casts it. Use the [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|laboratory rules]] to determine the number of uses per day, whether the spirit maintains concentration, and so on. Hermetic magi may treat a bound spirit as if the object were an invested item already opened for enchantment, with a number of pawns of Vim vis equal to the spirit’s Might.&lt;br /&gt;
&lt;br /&gt;
When a spirit is bound to a person, that person may learn to take advantage of its Abilities over time. The character may spend experience points on Abilities he shares with the spirit as if he had an Affinity with that Ability, so long as the spirit has a greater score. Also, if the character can learn a Supernatural Ability possessed by the spirit, when he studies it he may halve the study penalty that is normally applied.&lt;br /&gt;
&lt;br /&gt;
In addition, a character with a spirit bound to him may learn to use the spirit’s Powers and Might Points. Each Power is learned like a Supernatural Ability, though there is no learning penalty for having other Powers. Once the Power is gained, the character may spend experience points on it, increasing his score in it like an Ability. When the character has reached a score in the Power equal to the number of Might Points necessary to activate it, he may use it as if he were the spirit, spending the spirit’s Might Points as if they were his own.&lt;br /&gt;
&lt;br /&gt;
Except when experiencing Vituperation, a character with a spirit bound to him need not make any Aging rolls, as his life is extended by the spirit’s Might. However, he gains a Warping Point every year for being under a constant supernatural effect. Also, an infernalist who binds a demon to himself usually gains an Infernal Reputation at a rank equal to the bound demon’s Hierarchy Score. Finally, the person must treat the spirit’s Personality Traits as if they were his own, and often finds himself acting in response to the spirit’s suggestions.&lt;br /&gt;
&lt;br /&gt;
If the person or thing to which a spirit is bound is destroyed, the spirit is released. For an object, it is usually sufficient to break it into pieces, though crushing it into dust is safer. Animals and people must be more thoroughly destroyed, usually by cremation, because a possessing spirit can take over a body when its original spirit leaves it for any reason, including unconsciousness, Vituperation, and death.&lt;br /&gt;
&lt;br /&gt;
Very few spirits agree to a binding; those that do usually expect something of great value in exchange for their sacrifice. Spirits who have been bound for a long time are often very bad-tempered and disoriented when released from their imprisonment and are as likely to attack their liberators as thank them.&lt;br /&gt;
&lt;br /&gt;
=== Commanding ===&lt;br /&gt;
=== Mythic Companion: The Summoner ===&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: the Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20104</id>
		<title>Realms of Power: The Infernal Chapter Eleven: Ars Goetia</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20104"/>
		<updated>2025-04-14T19:07:59Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Adding attribution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InWorldCitation|When thou art come into the land which the LORD thy God giveth thee, thou shalt not learn to do after the abominations of those nations.&amp;lt;br/&amp;gt;&lt;br /&gt;
There shall not be found among you [any one] that maketh his son or his daughter to pass through the fire, [or] that useth divination, [or] an observer of times, or an enchanter, or a witch,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or a charmer, or a consulter with familiar spirits, or a wizard, or a necromancer|Deuteronomy 18:9–11}}&lt;br /&gt;
&lt;br /&gt;
The Ars Goetia (literally, “the howling art”) supposedly originated in the ancient world, and many believe it is derived from the secret arts practiced by Solomon and the Witch of Endor in the Bible. Those who learn the Goetic Arts are usually referred to as sorcerers, a word that has very negative connotations throughout Mythic Europe. For this reason, goetic practitioners might refer to themselves as “summoners” or “thaumaturgists,” terms that are marginally less stigmatized, but this prejudice is difficult to overcome since their Powers tend to be associated with dark spirits of the night and strange, occult forces.&lt;br /&gt;
&lt;br /&gt;
== The Goetic Arts ==&lt;br /&gt;
The Goetic Arts use a study and spellcasting mechanic similar to the Hermetic magic system, though they are actually Supernatural Powers. There are four Arts that make up the Ars Goetia: Summoning, Ablating, Binding, and Commanding. These may be learned like Supernatural Abilities, though they are opened at 0 instead of 1, and increase as Arts, usually through studying books or learning from a master.&lt;br /&gt;
&lt;br /&gt;
Sorcerers also use Penetration with these Arts, and calculate Penetration much like Hermetic magi or other infernalists. That is, they multiply their Penetration score by a modifier that increases depending upon their sympathetic connection to the target. Like other infernalists, a character using the Goetic Arts may incorporate a sacrifice into his ritual to boost the strength of the effect.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
Summoning is the Art of drawing a spirit into the infernalist’s presence, transporting it to him so that he may bargain with it or further target it with his Powers. The sorcerer may summon any incorporeal creature with Might using this Art, and may also affect incorporeal beings who have temporarily taken a physical form through some variation of possession, though he does not summon the body when he does so. The exception to this is demons, which have corporeal bodies made of pure spirit, and so can be summoned with this Art.&lt;br /&gt;
&lt;br /&gt;
To begin, the character must draw a circle upon the ground. Many sorcerers light candles along the sides of their circles, to make it easier to see if the border is unbroken. Other special preparations, such as incense, ritual chanting, or drawing additional shapes inside the circle (a five-pointed star is common), or words around the perimeter, may help him focus his mind on the effect, reducing the difficulty of maintaining his concentration once he has summoned the spirit. This is usually a bonus of +1 to +3 to his Stamina + Concentration rolls, with the higher bonuses requiring more time and specialized materials.&lt;br /&gt;
&lt;br /&gt;
To summon a specific spirit, the sorcerer must have an Arcane Connection to it (for demons, this almost always means that he has memorized its True Name). The Summoning Total is based on his Presence and his score in the Summoning Art, and also incorporates his knowledge of the spirit’s supernatural realm. The Penetration Total is also incorporated into this formula, including the increased Penetration Modifier for having an Arcane Connection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning Total|stress die + Presence + Summoning + (Realm) Lore + aura + (Penetration x Penetration Modifier)}}&lt;br /&gt;
&lt;br /&gt;
If the sorcerer is summoning a demon, add his (Hierarchy Score x 5) to the Summoning Total, and the storyguide adds the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Demon Summoning|Summoning Total + (sorcerer’s Hierarchy Score x 5) vs. Target Level + (demon’s Hierarchy Score x 5)}}&lt;br /&gt;
&lt;br /&gt;
The character can instead summon a non-specific spirit from the surrounding area, by throwing his sorcery like a net into the ocean and pulling in whatever he catches. This is called &#039;&#039;&#039;scouring&#039;&#039;&#039;. He draws upon his knowledge of the area to call a spirit to him, with very little control over what sort of spirit responds. He usually attracts a spirit affiliated with the same realm as his Summoning Power, with Might approximately equal to half his Summoning Total, though he is more likely to summon a spirit that is nearby than one that is farther away. If used in a supernatural aura, he probably summons a spirit associated with that aura’s realm.&lt;br /&gt;
&lt;br /&gt;
Scouring the Dominion or areas with no supernatural aura has a tendency to turn up demons with disturbing frequency, as low-ranking ones are fairly common in these places. They may not necessarily appear as demons, for many of them can hide their true form. Thus, it is usually unwise to scour an area without some idea of what sort of creature will be summoned.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Scouring Total|stress die + Presence + Summoning + (Area) Lore + aura + Penetration}}&lt;br /&gt;
&lt;br /&gt;
The amount of time it takes to make contact with a spirit varies depending upon the distance between it and the sorcerer; if it is in the same general region (the same forest, city, or battlefield, for example) it only takes a few minutes, but it can take hours to reach a spirit that is more than a day’s travel away, and several days or even weeks to contact a spirit in another country. During this time, the sorcerer must maintain his concentration or the summoning fails, and the effort always costs him a Fatigue level.&lt;br /&gt;
&lt;br /&gt;
When you have determined the final total, the storyguide should compare it to the spirit’s Might score. If the sorcerer’s total is at least double the Might, the spirit is summoned and appears within the circle where the caster can see it. It can hear him, and he can hear it when it speaks. It must remain there until he dismisses it, sending it back to whence it came and ending the summoning, or until the next midday or midnight, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
If the Summoning or Scouring Total is not double the spirit’s Might, but is at least equal to the spirit’s Might, the spirit is summoned, but the sorcerer must maintain concentration on the effect or the spirit is free to remain or depart whenever it likes. It is only perceptible for as long as he concentrates, so that if he breaks his concentration it may become invisible and continue to lurk nearby while seeming to depart.&lt;br /&gt;
&lt;br /&gt;
While the spirit remains in the circle, it cannot affect the sorcerer or anything else outside the perimeter with its Powers. Often an angry spirit waits invisibly within a hastily drawn ring until it erodes or collects enough dust to break the line, and then exacts its revenge upon the sorcerer or anyone else nearby upon being freed. The sorcerer can also lower his ward briefly by concentrating, in order to allow an effect through, much in the same way that a magus can allow an effect to pass his Parma Magica.&lt;br /&gt;
&lt;br /&gt;
A botch on the Summoning roll might summon a different spirit than the one he intended, or summon a demon pretending to be his target. It could also mean that the circle or summoning ritual is flawed, so that while the spirit is summoned, there is nothing &lt;br /&gt;
preventing it from attacking. Or, the summoning might simply cause the sorcerer to gain Warping Points and perhaps force a check for Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning or Scouring Target Level|spirit’s Might x 2}}&lt;br /&gt;
&lt;br /&gt;
Once he has summoned a spirit, the sorcerer has many interesting options concerning what to do with it. The most common activity is to bargain with it. He offers it something it wants in exchange for its assistance, and it decides whether or not to help him. It is best to roleplay this process, but if a mechanic is needed, a contested Communication + Bargain roll is appropriate, modified by any appropriate Reputations. Spirits may be highly offended if they are disturbed to no worthwhile purpose, so it is wise for a sorcerer to prepare something worthwhile in trade before beginning a summoning.&lt;br /&gt;
&lt;br /&gt;
A sorcerer may also use this opportunity to affect the spirit with his other Powers, such as Ablating, Binding, or Commanding, each of which is described below. These Arts are more effective on a spirit that is held in a summoning circle, and if the spirit is free it will probably depart rather than submit to the effect, unless it has agreed to it as part of a bargain or trade.&lt;br /&gt;
&lt;br /&gt;
Note that if the Summoning or Scouring Total was not at least double the Target Level, then interacting with the spirit in any way, even simply talking with it, requires a Stamina + Concentration roll to maintain the circle (see the [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic#Concentration|Concentration Table]]). As stated above, there are trappings the sorcerer can integrate into the effect that make it easier for him to maintain concentration, but it is better not to have to roll, as there is always the chance of a botch.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Summoning and Other Realms ====&lt;br /&gt;
The Art of Summoning is not necessarily an Infernal Power (though Ablating, Binding, and Commanding are); like other Supernatural Powers it is often associated with Magic or Faerie, and uses one of those columns on the aura interaction chart. However, because of its sinister associations with spirits and the underworld, Summoning is always tainted — Divine Powers of investigation perceive its use as unholy, even if it is part of another realm. Yet it is still very appropriate for characters who practice necromancy, summon nature spirits, or study the magical mysteries of &#039;&#039;&#039;&#039;&#039;theurgy&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;synthemata&#039;&#039;&#039;&#039;&#039;. Future &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; supplements may include other forms of Summoning that are not unholy by association (such as those that call faeries or animals), with related summoning Arts that characters can use to bind them to service.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ablating ===&lt;br /&gt;
Ablating is the process of tearing at the spirit, grasping at it, and stealing away some of its essence, making the sorcerer stronger and leaving the spirit significantly weaker. This is always an Infernal Power, and it always aggravates the spirit, because it permanently reduces its Might Score, and any time the character uses it he almost certainly gains an enemy for life&lt;br /&gt;
(and perhaps beyond). Spirits never agree to this sort of effect as part of a bargain.&lt;br /&gt;
&lt;br /&gt;
During the ablation, the sorcerer must endure powerful forces as they are drawn into his body, and knowledge of the spirit’s supernatural realm improves his ability to adapt to them. If you botch the stress roll, the character will almost certainly suffer Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Total|stress die + Stamina + Ablating + (Realm) Lore + aura + (Penetration x Penetration Multiplier)}}&lt;br /&gt;
&lt;br /&gt;
To achieve results, the Ablation Total must exceed the spirit’s Might Score if it is held within a summoning circle, or exceed double its Might Score if not. If ablating a demon, you may add the character’s (Hierarchy Score x 5) to the Ablation Total, and the storyguide should also add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Target Level|spirit’s Might, or spirit’s Might x 2)}}&lt;br /&gt;
&lt;br /&gt;
Note the amount by which the Ablation Total exceeds the Target Level. The storyguide subtracts this amount from the spirit’s Might Score, permanently weakening it, and the character receives a number of Ablation Points equal to this number divided by five, rounded down. If this total is greater than the spirit’s Might Score, use the Might Score instead.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Points|(Ablation Total – Ablation Target Level) / 5, or spirit’s Might / 5}}&lt;br /&gt;
&lt;br /&gt;
These Ablation Points may be spent on one of the effects that follow, which represent the different ways the sorcerer can channel the spirit’s power and so harness the Might he has drawn from it. Unless stated otherwise, all of these effects are permanent.&lt;br /&gt;
* &#039;&#039;&#039;Confidence&#039;&#039;&#039;: The sorcerer gains this many Confidence Points, though no more than his (Confidence Score x 5). You can also spend these Ablation Points on his Confidence Score like experience points, increasing it as if it were an Ability.&lt;br /&gt;
* &#039;&#039;&#039;Capability&#039;&#039;&#039;: You may spend Ablation Points on appropriate Characteristics, just like the points received during character creation or from the Good Characteristics Virtue. These cannot raise his scores above the spirit’s scores.&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: The sorcerer can instantly heal his injuries: 5 points heals a Heavy Wound, 3 points heals a Medium Wound, and 1 point heals a Light Wound. One point can also immediately restore a long-term Fatigue level.&lt;br /&gt;
* &#039;&#039;&#039;Immortality&#039;&#039;&#039;: Add this amount as a Longevity bonus to the sorcerer’s Aging rolls (though not those associated with Vituperation). This bonus is not cumulative, and lasts only until he suffers an aging crisis.&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039;: The sorcerer receives some of the spirit’s thoughts and memories, giving insight into its plans, background, and intentions. The more Might drawn from it, the more the character knows.&lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;: The sorcerer gains five times as many experience points in an appropriate Art or Ability, though this cannot exceed the spirit’s own scores. This supersedes any other study the character may be engaged in during the season, as the new knowledge distracts him from other projects.&lt;br /&gt;
* &#039;&#039;&#039;Might&#039;&#039;&#039;: The sorcerer gains this many points of Infernal Might (even if the spirit is actually associated with another realm), though this amount cannot exceed the spirit’s former Might Score or your (Confidence Score x 5). &#039;&#039;&#039;&#039;&#039;Some characters cannot do this; see Chapter 9: Infernal Characters, Characters with Might Scores for restrictions on which sorts of characters can have Infernal Might.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: The sorcerer gains a Power possessed by the spirit or appropriate to the spirit’s nature. If the sorcerer has Infernal Might, he may activate the Power with it. If he does not have Infernal Might, it manifests as an appropriate Virtue or Flaw instead.&lt;br /&gt;
* &#039;&#039;&#039;Vis&#039;&#039;&#039;: The sorcerer extracts this many pawns of vis from the spirit, of an Art appropriate to its nature. This vis is always Infernal, usually vis sordida or vis prava &#039;&#039;&#039;&#039;&#039;(see Chapter 1: The Infernal Realm, Infernal Vis)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The character also increases an appropriate Infernal Reputation by this number of experience points, and gains a Warping Point for experiencing a powerful supernatural effect.&lt;br /&gt;
&lt;br /&gt;
After the ablation, if the spirit has not been destroyed, it is immediately returned to the place from which it was originally summoned. If it knows who the sorcerer is or where to find him, he can expect that its revenge will soon follow.&lt;br /&gt;
&lt;br /&gt;
This is a very fast way to gain status in Hell, as infamy is just as good as respect among demons. Many characters find the benefits of ablation are powerful enough to tempt them to cross the line separating “kill the demons” from “take their stuff.”&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Bargaining with Demons ====&lt;br /&gt;
Knowingly dealing with demons is a very dangerous proposition, for without supernatural safeguards that force compliance they are under no obligation to follow through on their promises and in fact are very likely to betray the sorcerer. The payment they expect in exchange for their services is usually blatantly sinful, consisting of sickening requests like desecrating a church or slaying an innocent. If that weren’t enough, demons often turn the tables and threaten the sorcerer instead, proposing bargains such as “Burn down the village, or I’ll convince everyone in the region that you raped your sisters — even if you don’t have any sisters!” Demons have great power at their disposal, but it is very difficult to get anything from them without performing horrible acts that go beyond the pale in return.&lt;br /&gt;
&lt;br /&gt;
Some clever demons may be more subtle. They might agree to aid a sorcerer for a relatively low price in order to corrupt him, to make him believe that demons “aren’t so bad,” or to maintain an illusion of belonging to another realm. Of course, doing evil includes its own penalty, for simply allowing himself to be affected by an Infernal Power stains the character’s soul, even if he did not know he was dealing with a demon, and no bargain is bad for the demon if it means the character comes out a sinner. Once it has established a relationship with the sorcerer and made him dependent upon its aid, it is much easier to step up the pressure and lead him into full-scale depravity and corruption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Binding ===&lt;br /&gt;
=== Commanding ===&lt;br /&gt;
=== Mythic Companion: The Summoner ===&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: the Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20088</id>
		<title>Realms of Power: The Infernal Chapter Eleven: Ars Goetia</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Realms_of_Power:_The_Infernal_Chapter_Eleven:_Ars_Goetia&amp;diff=20088"/>
		<updated>2025-03-18T21:24:01Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Creation up to ablating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InWorldCitation|When thou art come into the land which the LORD thy God giveth thee, thou shalt not learn to do after the abominations of those nations.&amp;lt;br/&amp;gt;&lt;br /&gt;
There shall not be found among you [any one] that maketh his son or his daughter to pass through the fire, [or] that useth divination, [or] an observer of times, or an enchanter, or a witch,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or a charmer, or a consulter with familiar spirits, or a wizard, or a necromancer|Deuteronomy 18:9–11}}&lt;br /&gt;
&lt;br /&gt;
The Ars Goetia (literally, “the howling art”) supposedly originated in the ancient world, and many believe it is derived from the secret arts practiced by Solomon and the Witch of Endor in the Bible. Those who learn the Goetic Arts are usually referred to as sorcerers, a word that has very negative connotations throughout Mythic Europe. For this reason, goetic practitioners might refer to themselves as “summoners” or “thaumaturgists,” terms that are marginally less stigmatized, but this prejudice is difficult to overcome since their Powers tend to be associated with dark spirits of the night and strange, occult forces.&lt;br /&gt;
&lt;br /&gt;
== The Goetic Arts ==&lt;br /&gt;
The Goetic Arts use a study and spellcasting mechanic similar to the Hermetic magic system, though they are actually Supernatural Powers. There are four Arts that make up the Ars Goetia: Summoning, Ablating, Binding, and Commanding. These may be learned like Supernatural Abilities, though they are opened at 0 instead of 1, and increase as Arts, usually through studying books or learning from a master.&lt;br /&gt;
&lt;br /&gt;
Sorcerers also use Penetration with these Arts, and calculate Penetration much like Hermetic magi or other infernalists. That is, they multiply their Penetration score by a modifier that increases depending upon their sympathetic connection to the target. Like other infernalists, a character using the Goetic Arts may incorporate a sacrifice into his ritual to boost the strength of the effect.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
Summoning is the Art of drawing a spirit into the infernalist’s presence, transporting it to him so that he may bargain with it or further target it with his Powers. The sorcerer may summon any incorporeal creature with Might using this Art, and may also affect incorporeal beings who have temporarily taken a physical form through some variation of possession, though he does not summon the body when he does so. The exception to this is demons, which have corporeal bodies made of pure spirit, and so can be summoned with this Art.&lt;br /&gt;
&lt;br /&gt;
To begin, the character must draw a circle upon the ground. Many sorcerers light candles along the sides of their circles, to make it easier to see if the border is unbroken. Other special preparations, such as incense, ritual chanting, or drawing additional shapes inside the circle (a five-pointed star is common), or words around the perimeter, may help him focus his mind on the effect, reducing the difficulty of maintaining his concentration once he has summoned the spirit. This is usually a bonus of +1 to +3 to his Stamina + Concentration rolls, with the higher bonuses requiring more time and specialized materials.&lt;br /&gt;
&lt;br /&gt;
To summon a specific spirit, the sorcerer must have an Arcane Connection to it (for demons, this almost always means that he has memorized its True Name). The Summoning Total is based on his Presence and his score in the Summoning Art, and also incorporates his knowledge of the spirit’s supernatural realm. The Penetration Total is also incorporated into this formula, including the increased Penetration Modifier for having an Arcane Connection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning Total|stress die + Presence + Summoning + (Realm) Lore + aura + (Penetration x Penetration Modifier)}}&lt;br /&gt;
&lt;br /&gt;
If the sorcerer is summoning a demon, add his (Hierarchy Score x 5) to the Summoning Total, and the storyguide adds the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Demon Summoning|Summoning Total + (sorcerer’s Hierarchy Score x 5) vs. Target Level + (demon’s Hierarchy Score x 5)}}&lt;br /&gt;
&lt;br /&gt;
The character can instead summon a non-specific spirit from the surrounding area, by throwing his sorcery like a net into the ocean and pulling in whatever he catches. This is called &#039;&#039;&#039;scouring&#039;&#039;&#039;. He draws upon his knowledge of the area to call a spirit to him, with very little control over what sort of spirit responds. He usually attracts a spirit affiliated with the same realm as his Summoning Power, with Might approximately equal to half his Summoning Total, though he is more likely to summon a spirit that is nearby than one that is farther away. If used in a supernatural aura, he probably summons a spirit associated with that aura’s realm.&lt;br /&gt;
&lt;br /&gt;
Scouring the Dominion or areas with no supernatural aura has a tendency to turn up demons with disturbing frequency, as low-ranking ones are fairly common in these places. They may not necessarily appear as demons, for many of them can hide their true form. Thus, it is usually unwise to scour an area without some idea of what sort of creature will be summoned.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Scouring Total|stress die + Presence + Summoning + (Area) Lore + aura + Penetration}}&lt;br /&gt;
&lt;br /&gt;
The amount of time it takes to make contact with a spirit varies depending upon the distance between it and the sorcerer; if it is in the same general region (the same forest, city, or battlefield, for example) it only takes a few minutes, but it can take hours to reach a spirit that is more than a day’s travel away, and several days or even weeks to contact a spirit in another country. During this time, the sorcerer must maintain his concentration or the summoning fails, and the effort always costs him a Fatigue level.&lt;br /&gt;
&lt;br /&gt;
When you have determined the final total, the storyguide should compare it to the spirit’s Might score. If the sorcerer’s total is at least double the Might, the spirit is summoned and appears within the circle where the caster can see it. It can hear him, and he can hear it when it speaks. It must remain there until he dismisses it, sending it back to whence it came and ending the summoning, or until the next midday or midnight, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
If the Summoning or Scouring Total is not double the spirit’s Might, but is at least equal to the spirit’s Might, the spirit is summoned, but the sorcerer must maintain concentration on the effect or the spirit is free to remain or depart whenever it likes. It is only perceptible for as long as he concentrates, so that if he breaks his concentration it may become invisible and continue to lurk nearby while seeming to depart.&lt;br /&gt;
&lt;br /&gt;
While the spirit remains in the circle, it cannot affect the sorcerer or anything else outside the perimeter with its Powers. Often an angry spirit waits invisibly within a hastily drawn ring until it erodes or collects enough dust to break the line, and then exacts its revenge upon the sorcerer or anyone else nearby upon being freed. The sorcerer can also lower his ward briefly by concentrating, in order to allow an effect through, much in the same way that a magus can allow an effect to pass his Parma Magica.&lt;br /&gt;
&lt;br /&gt;
A botch on the Summoning roll might summon a different spirit than the one he intended, or summon a demon pretending to be his target. It could also mean that the circle or summoning ritual is flawed, so that while the spirit is summoned, there is nothing &lt;br /&gt;
preventing it from attacking. Or, the summoning might simply cause the sorcerer to gain Warping Points and perhaps force a check for Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Summoning or Scouring Target Level|spirit’s Might x 2}}&lt;br /&gt;
&lt;br /&gt;
Once he has summoned a spirit, the sorcerer has many interesting options concerning what to do with it. The most common activity is to bargain with it. He offers it something it wants in exchange for its assistance, and it decides whether or not to help him. It is best to roleplay this process, but if a mechanic is needed, a contested Communication + Bargain roll is appropriate, modified by any appropriate Reputations. Spirits may be highly offended if they are disturbed to no worthwhile purpose, so it is wise for a sorcerer to prepare something worthwhile in trade before beginning a summoning.&lt;br /&gt;
&lt;br /&gt;
A sorcerer may also use this opportunity to affect the spirit with his other Powers, such as Ablating, Binding, or Commanding, each of which is described below. These Arts are more effective on a spirit that is held in a summoning circle, and if the spirit is free it will probably depart rather than submit to the effect, unless it has agreed to it as part of a bargain or trade.&lt;br /&gt;
&lt;br /&gt;
Note that if the Summoning or Scouring Total was not at least double the Target Level, then interacting with the spirit in any way, even simply talking with it, requires a Stamina + Concentration roll to maintain the circle (see the [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic#Concentration|Concentration Table]]). As stated above, there are trappings the sorcerer can integrate into the effect that make it easier for him to maintain concentration, but it is better not to have to roll, as there is always the chance of a botch.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Summoning and Other Realms ====&lt;br /&gt;
The Art of Summoning is not necessarily an Infernal Power (though Ablating, Binding, and Commanding are); like other Supernatural Powers it is often associated with Magic or Faerie, and uses one of those columns on the aura interaction chart. However, because of its sinister associations with spirits and the underworld, Summoning is always tainted — Divine Powers of investigation perceive its use as unholy, even if it is part of another realm. Yet it is still very appropriate for characters who practice necromancy, summon nature spirits, or study the magical mysteries of &#039;&#039;&#039;&#039;&#039;theurgy&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;synthemata&#039;&#039;&#039;&#039;&#039;. Future &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; supplements may include other forms of Summoning that are not unholy by association (such as those that call faeries or animals), with related summoning Arts that characters can use to bind them to service.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ablating ===&lt;br /&gt;
Ablating is the process of tearing at the spirit, grasping at it, and stealing away some of its essence, making the sorcerer stronger and leaving the spirit significantly weaker. This is always an Infernal Power, and it always aggravates the spirit, because it permanently reduces its Might Score, and any time the character uses it he almost certainly gains an enemy for life&lt;br /&gt;
(and perhaps beyond). Spirits never agree to this sort of effect as part of a bargain.&lt;br /&gt;
&lt;br /&gt;
During the ablation, the sorcerer must endure powerful forces as they are drawn into his body, and knowledge of the spirit’s supernatural realm improves his ability to adapt to them. If you botch the stress roll, the character will almost certainly suffer Vituperation.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Total|stress die + Stamina + Ablating + (Realm) Lore + aura + (Penetration x Penetration Multiplier)}}&lt;br /&gt;
&lt;br /&gt;
To achieve results, the Ablation Total must exceed the spirit’s Might Score if it is held within a summoning circle, or exceed double its Might Score if not. If ablating a demon, you may add the character’s (Hierarchy Score x 5) to the Ablation Total, and the storyguide should also add the demon’s (Hierarchy Score x 5) to the Target Level.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Target Level|spirit’s Might, or spirit’s Might x 2)}}&lt;br /&gt;
&lt;br /&gt;
Note the amount by which the Ablation Total exceeds the Target Level. The storyguide subtracts this amount from the spirit’s Might Score, permanently weakening it, and the character receives a number of Ablation Points equal to this number divided by five, rounded down. If this total is greater than the spirit’s Might Score, use the Might Score instead.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ablation Points|(Ablation Total – Ablation Target Level) / 5, or spirit’s Might / 5}}&lt;br /&gt;
&lt;br /&gt;
These Ablation Points may be spent on one of the effects that follow, which represent the different ways the sorcerer can channel the spirit’s power and so harness the Might he has drawn from it. Unless stated otherwise, all of these effects are permanent.&lt;br /&gt;
* &#039;&#039;&#039;Confidence&#039;&#039;&#039;: The sorcerer gains this many Confidence Points, though no more than his (Confidence Score x 5). You can also spend these Ablation Points on his Confidence Score like experience points, increasing it as if it were an Ability.&lt;br /&gt;
* &#039;&#039;&#039;Capability&#039;&#039;&#039;: You may spend Ablation Points on appropriate Characteristics, just like the points received during character creation or from the Good Characteristics Virtue. These cannot raise his scores above the spirit’s scores.&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: The sorcerer can instantly heal his injuries: 5 points heals a Heavy Wound, 3 points heals a Medium Wound, and 1 point heals a Light Wound. One point can also immediately restore a long-term Fatigue level.&lt;br /&gt;
* &#039;&#039;&#039;Immortality&#039;&#039;&#039;: Add this amount as a Longevity bonus to the sorcerer’s Aging rolls (though not those associated with Vituperation). This bonus is not cumulative, and lasts only until he suffers an aging crisis.&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039;: The sorcerer receives some of the spirit’s thoughts and memories, giving insight into its plans, background, and intentions. The more Might drawn from it, the more the character knows.&lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;: The sorcerer gains five times as many experience points in an appropriate Art or Ability, though this cannot exceed the spirit’s own scores. This supersedes any other study the character may be engaged in during the season, as the new knowledge distracts him from other projects.&lt;br /&gt;
* &#039;&#039;&#039;Might&#039;&#039;&#039;: The sorcerer gains this many points of Infernal Might (even if the spirit is actually associated with another realm), though this amount cannot exceed the spirit’s former Might Score or your (Confidence Score x 5). &#039;&#039;&#039;&#039;&#039;Some characters cannot do this; see Chapter 9: Infernal Characters, Characters with Might Scores for restrictions on which sorts of characters can have Infernal Might.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: The sorcerer gains a Power possessed by the spirit or appropriate to the spirit’s nature. If the sorcerer has Infernal Might, he may activate the Power with it. If he does not have Infernal Might, it manifests as an appropriate Virtue or Flaw instead.&lt;br /&gt;
* &#039;&#039;&#039;Vis&#039;&#039;&#039;: The sorcerer extracts this many pawns of vis from the spirit, of an Art appropriate to its nature. This vis is always Infernal, usually vis sordida or vis prava &#039;&#039;&#039;&#039;&#039;(see Chapter 1: The Infernal Realm, Infernal Vis)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The character also increases an appropriate Infernal Reputation by this number of experience points, and gains a Warping Point for experiencing a powerful supernatural effect.&lt;br /&gt;
&lt;br /&gt;
After the ablation, if the spirit has not been destroyed, it is immediately returned to the place from which it was originally summoned. If it knows who the sorcerer is or where to find him, he can expect that its revenge will soon follow.&lt;br /&gt;
&lt;br /&gt;
This is a very fast way to gain status in Hell, as infamy is just as good as respect among demons. Many characters find the benefits of ablation are powerful enough to tempt them to cross the line separating “kill the demons” from “take their stuff.”&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Bargaining with Demons ====&lt;br /&gt;
Knowingly dealing with demons is a very dangerous proposition, for without supernatural safeguards that force compliance they are under no obligation to follow through on their promises and in fact are very likely to betray the sorcerer. The payment they expect in exchange for their services is usually blatantly sinful, consisting of sickening requests like desecrating a church or slaying an innocent. If that weren’t enough, demons often turn the tables and threaten the sorcerer instead, proposing bargains such as “Burn down the village, or I’ll convince everyone in the region that you raped your sisters — even if you don’t have any sisters!” Demons have great power at their disposal, but it is very difficult to get anything from them without performing horrible acts that go beyond the pale in return.&lt;br /&gt;
&lt;br /&gt;
Some clever demons may be more subtle. They might agree to aid a sorcerer for a relatively low price in order to corrupt him, to make him believe that demons “aren’t so bad,” or to maintain an illusion of belonging to another realm. Of course, doing evil includes its own penalty, for simply allowing himself to be affected by an Infernal Power stains the character’s soul, even if he did not know he was dealing with a demon, and no bargain is bad for the demon if it means the character comes out a sinner. Once it has established a relationship with the sorcerer and made him dependent upon its aid, it is much easier to step up the pressure and lead him into full-scale depravity and corruption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Binding ===&lt;br /&gt;
=== Commanding ===&lt;br /&gt;
=== Mythic Companion: The Summoner ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20087</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20087"/>
		<updated>2025-03-18T20:26:43Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Realms of Power: The Infernal Conversion Progress */ Creating ToC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
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=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
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=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
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=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal: Introduction|Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter One: The Infernal Realm|Chapter One: The Infernal Realm]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Two: Sin and Temptation|Chapter Two: Sin and Temptation]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Three: The Devil and the Origin of Demons|Chapter Three: The Devil and the Origin of Demons]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Four: The Infernal Legions|Chapter Four: The Infernal Legions]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Five: Demons as Corrupters|Chapter Five: Demons as Corrupters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Six: Demons as Deceivers|Chapter Six: Demons as Deceivers]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Seven: Demons as Destroyers|Chapter Seven: Demons as Destroyers]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Eight: Corrupted Beasts|Chapter Eight: Corrupted Beasts]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Nine: Infernal Characters|Chapter Nine: Infernal Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Ten: The Maleficia|Chapter Ten: The Maleficia]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Eleven: Ars Goetia|Chapter Eleven: Ars Goetia]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Twelve: Black Magic|Chapter Twelve: Black Magic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions|Chapter Thirteen: Infernal Traditions]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
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=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
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=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Two: History of the Empire|Chapter Two: History of the Empire]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Four: Culture &amp;amp; Customs|Chapter Four: Culture &amp;amp; Customs]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Five: Greece|Chapter Five: Greece]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 16%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Six: The Islands|Chapter Six: The Islands]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Seven: Constantinople|Chapter Seven: Constantinople]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Eight: Anatolia|Chapter Eight: Anatolia]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape|Chapter Nine: The Magical Landscape]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 99%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Ten: The Faerie Landscape|Chapter Ten: The Faerie Landscape]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Eleven: The Divine Landscape|Chapter Eleven: The Divine Landscape]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Twelve: The Infernal Landscape|Chapter Twelve: The Infernal Landscape]]&lt;br /&gt;
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===[[Against the Dark: the Transylvanian Tribunal|Against the Dark: The Transylvanian Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
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==World Books==&lt;br /&gt;
===[[The Church|The Church]] Conversion Progress===&lt;br /&gt;
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===[[The Cradle &amp;amp; The Crescent|The Cradle &amp;amp; The Crescent]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
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0%&lt;br /&gt;
===[[Between Sand &amp;amp; Sea|Between Sand &amp;amp; Sea]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Hedge Magic|Hedge Magic]] Conversion Progress===&lt;br /&gt;
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===[[Mythic Locations|Mythic Locations]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
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==Scenarios Books==&lt;br /&gt;
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=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Tales of Power Chapter Two: A Cardinal Decision|Chapter Two: A Cardinal Decision]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Tales of Power Chapter Three: The City of Brass|Chapter Three: The City of Brass]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Tales of Power Chapter Four: Encroaching Dominion|Chapter Four: Encroaching Dominion]]&lt;br /&gt;
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| [[Tales of Power Chapter Five: Eustace the Monk|Chapter Five: Eustace the Monk]]&lt;br /&gt;
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| [[Tales of Power Chapter Six: A Gathering Storm|Chapter Six: A Gathering Storm]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;br /&gt;
&lt;br /&gt;
===[[Calebais|Calebais]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Hooks|Hooks]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Tales of Mythic Europe|Tales of Mythic Europe]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Antagonists|Antagonists]] Conversion Progress===&lt;br /&gt;
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0%&lt;br /&gt;
===[[Dies Irae|Dies Irae]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[The Fallen Fane|The Fallen Fane LARP]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Black Monks of Glastonbury|The Black Monks of Glastonbury OGL material]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
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==Other Content==&lt;br /&gt;
===[[Semita Errabunda|Senita Errabunda Character Sheets]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
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=Okder Editions=&lt;br /&gt;
==4th Edition World Sourcebooks==&lt;br /&gt;
===[[Sanctuary of Ice|Sancetuary of Ice: The Tribunal of the Greater Alps]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Blood &amp;amp; Sand|Blood &amp;amp; Sand]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Heirs to Merlin|Heirs to Merlin: The Stonehenge Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
&lt;br /&gt;
===[[The Dragon and the Bear|The Dragon and the Bear: The Novgorod Tribunal]] Conversion Progress===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Content originally published in The Dragon and the Bear - The Novgorod Tribunal, ©1999, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Dragon and the Bear&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter One: Introduction|Chapter I: Introduction]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter Two: The Slavs|Chapter II: The Slavs]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Three: Slavic Magic|Chapter III: Slavic Magic]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Four: Slavic Faerie|Chapter IV: Slavic Faerie]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 50%&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Five: Hermetic Landscape|Chapter V: Hermetic Landscape]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Six: Mythic Mongols|Chapter VI: Mythic Mongols]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Seven: Saga|Chapter VII: Saga]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Appendix One: Shamans|Appendix I: Shamans]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Appendix Two: Slavic Deities|Appendix II: Slavic Deities]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Appendix Four: Names|Appendix IV: Names]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Glossary|Glossary]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Bibliograpgy|Bibliography]]&lt;br /&gt;
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===[[Land of Fire &amp;amp; Ice|Land of Fire &amp;amp; Ice: Mythic Scandinavia]] Conversion Progress===&lt;br /&gt;
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==3rd Edition Would Sourcebooks==&lt;br /&gt;
===[[The Lion of the North|The Lion of the North]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Iberia: The Provncal Tribunal|Iberia: The Provencal Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Rome|The Rome Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20050</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20050"/>
		<updated>2024-12-17T21:58:27Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* The Sundered Eagle - The Theban Tribunal Conversion Progress */  Progress on chap 9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 11%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 33%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
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| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
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| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
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| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
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| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2.5%&lt;br /&gt;
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| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
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| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
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=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Two: History of the Empire|Chapter Two: History of the Empire]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Three: The Order of Hermes|Chapter Three: The Order of Hermes]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Four: Culture &amp;amp; Customs|Chapter Four: Culture &amp;amp; Customs]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Five: Greece|Chapter Five: Greece]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 16%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Six: The Islands|Chapter Six: The Islands]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Seven: Constantinople|Chapter Seven: Constantinople]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Eight: Anatolia|Chapter Eight: Anatolia]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape|Chapter Nine: The Magical Landscape]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 99%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Ten: The Faerie Landscape|Chapter Ten: The Faerie Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Eleven: The Divine Landscape|Chapter Eleven: The Divine Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Twelve: The Infernal Landscape|Chapter Twelve: The Infernal Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World Books==&lt;br /&gt;
&lt;br /&gt;
==Scenarios Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Nine:_The_Magical_Landscape&amp;diff=20049</id>
		<title>The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Nine:_The_Magical_Landscape&amp;diff=20049"/>
		<updated>2024-12-17T21:57:24Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Magical Tradition */ Correcting a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Theban Tribunal has a rich history of magic. This section discusses the magical powers that some think once ruled the world, and the magic that is thought to derive from their captivity. It also considers some of the non-Hermetic magics that are practiced across the four seas.&lt;br /&gt;
&lt;br /&gt;
== The Titans ==&lt;br /&gt;
In pagan mythology, the universe was created by primal beings beyond mortal understanding such as Khaos (Chaos), Ouranos (Heaven), Ge (Earth), Pontus (Sea), Erebos (Abyss), Nyx (Night), and Hemera (Day). Christian theologians who have studied the classics count these beings (the protogonoi) and their children (the titans) among the allegorical or actual Intelligences whom God set to rule over natural processes.&lt;br /&gt;
&lt;br /&gt;
The six male Titans are all responsible for governing time in the Magic Realm. Hyperion establishes day and night, Krios orders the heavenly constellations, Koios rules the axis of the heavens, Iapetos is the titan of mortality, Kronos rules all-devouring time, and Okeanos regulates the motion of the tides. Their wives control natural forces of the Magic Realm: Theia is the brilliant sky, Mnemosyne (or Eurybia) is the mistress of the weather, Phoibe is the prophetic earth, Themis (or Klymene) is the Underworld’s cavern, Rhea is the fecundity of nature, and Tethys is the power of the waters under the earth. As described in &#039;&#039;&#039;&#039;&#039;Realms of Power: Magic, page 109&#039;&#039;&#039;&#039;&#039;, these primal beings are members of the Magic Realm, unlike the gods who succeeded them, who are faeries.&lt;br /&gt;
&lt;br /&gt;
It is not difficult to understand the fascination that many magi of the Theban Tribunal have for these cosmic figures. Those individuals who pursue study of the titans are divided broadly into three factions, detailed below. These factions are not (yet) formal political leagues, but simply like-minded individuals who often collaborate due to similar goals. The names of the factions — Seekers of the Fallen, Legion of Atlas, and Kampe’s Lovers — were coined four Tribunals ago by Lucian &#039;&#039;&#039;&#039;&#039;(see Chapter 4, Hermetic Leagues)&#039;&#039;&#039;&#039;&#039; in a cynical speech mocking their efforts. The labels have stuck, and younger members of the factions have begun to refer to themselves in these terms.&lt;br /&gt;
&lt;br /&gt;
=== The Titans, in Brief ===&lt;br /&gt;
The following is a very brief overview of the titans and their progeny, the Daimons and nymphs. Readers are directed to the bibliography for more information.&lt;br /&gt;
&lt;br /&gt;
The sons of Krios and Mnemosyne are Perses, Pallas, and Astraios. Perses is the titan of the scorching heat of summer and destruction. His daughter is Hekate, goddess of witchcraft. Pallas is the titan of war-craft and spring. His children by Styx are the Daimons of rivalry, strength, force, victory, and persuasion beloved by House Tytalus &#039;&#039;&#039;&#039;&#039;(see Houses of Hermes: Societates, page 94)&#039;&#039;&#039;&#039;&#039;. Astraios is the titan of autumn and the stars, and father of the winds and the planets. Mnemosyne is also the mother of the Muses by Zeus.&lt;br /&gt;
&lt;br /&gt;
Iapetos and Themis had four sons: Atlas, titan of endurance and daring; Prometheus, titan of forethought and crafty counsel; Epimetheus, titan of afterthought and excuses; and Menoitios, titan of violence. Themis is also the mother of the three Graces and the three Fates by Zeus.&lt;br /&gt;
&lt;br /&gt;
Hyperion and Theia gave birth to the sun (Helios), the moon (Selene), and the dawn (Eos). Okeanos and Tethys are the parents of all the world’s rivers and seas. Koios represents the inquisitive mind, and is acclaimed as the creator of science; Phoibe stands for the intuitive mind. Their two daughters are Leto, titaness of heavenly prophecy and omens, and Asteria, titaness of the oracles and prophecies of the night (including dreams and necromancy).&lt;br /&gt;
&lt;br /&gt;
=== The Titans as Governors of the Universe ===&lt;br /&gt;
The titans are creatures of the Magic Realm, leading some to theorize that they were among the first creations of God. When He separated the earth and the sky, He created Ge and Ouranos; when He ordered the light He created Nyx and Hemera, and so forth. The implication is that the Magic Realm is the primal state of the world before man. With the titans set over time, and the titanesses set over nature, their children became the inventors of all human sciences and arts, the progenitors of culture, and, some say, the creators of mankind.&lt;br /&gt;
&lt;br /&gt;
==== Seekers of the Fallen ====&lt;br /&gt;
This loose coalition of a handful of magi believe that the restoration of the titans will lead to a new age of magic. They believe the Garden of Eden was the Magic Realm, and when Adam and Eve were cast out beyond its bounds, they entered the mundane world, bringing with them fragments of the Magic Realm that manifested as auras. Most respected among the Seekers is Evantia of Moero’s Garden. The members of this faction are fascinated with Magic auras, regiones, and portals into the Magic Realm itself.&lt;br /&gt;
&lt;br /&gt;
=== The Titans as Enemies of the Gods ===&lt;br /&gt;
The rulership of the titans over the universe was not destined to last. Kronos ate every one of his children by Rhea, after a prophecy revealed he was destined to be overthrown by his son. Appalled at his behavior, Rhea fed Kronos a stone instead of her third son and youngest child, and had the baby Zeus raised in secret. When he came of age, Zeus fed his father an emetic, and he vomited forth the stone, then Zeus’ elder siblings. Meeting as a council of war, the children of Kronos asked Zeus to lead them in war against the titans. The battle was enjoined and dragged on for many years. Initially neutral, Atlas joined the fight against the gods when they sunk Atlantis, his beloved island kingdom. He took over leadership from Kronos, and the titans started to win. The turning point for the gods, which won them the war, was obtaining three fabulous weapons from the Kyklopes: Hades stole the titans’ weapons using the helmet of invisibility, Poseidon distracted them with his trident, and Zeus struck them down using the thunderbolt. All the titans were captured and imprisoned in Tartaros, save Atlas who was set to hold up the vault of heaven, and Prometheus who sided with the gods.&lt;br /&gt;
&lt;br /&gt;
==== Legion of Atlas ====&lt;br /&gt;
Perhaps the most radical faction of the Theban Tribunal, the Legion of Atlas seek to undermine the faerie gods. Rather than preserving the remnants of the Magic Realm on earth, the Atlasians plan to make it anew. This is a dangerous goal; not only are the gods themselves powerful opponents, but the Oath of Hermes is quite specific about prohibiting the molestation of the fae.&lt;br /&gt;
&lt;br /&gt;
Kristophoros of Bonisagus is an evangelizing magus who takes the First Commandment very seriously. He believes that the remnants of pagan practices across the Tribunal are a form of insidious evil, and seeks to cleanse Hermetic procedure in Thebes from any hint of idolatry. Curiously enough, he has no issue with the titans, since they do not desire worship, unlike the faerie gods who live for it. Kristophoros has become a rallying point for all magi of the Legion of Atlas, since their goals coincide even if their philosophies do not. Kristophoros has used his considerable rhetorical powers in the past to prevent convictions against those magi who molest the fae, and characters may find in him an unexpected (and perhaps unwelcome) ally at Tribunal.&lt;br /&gt;
&lt;br /&gt;
=== The Titans as Government in Exile ===&lt;br /&gt;
Mother Earth was consumed with wrath at the treatment of her children by her grandchildren, and bore a race of giants to wreak her anger. The 24 giants attacked the gods, but they were incapable of being killed by the gods, requiring instead the hand of Herakles to land the death blow. During the fight the geography of the world was rearranged as both gods and giants used uprooted islands and mountains as missiles. Ultimately the giants were defeated and either imprisoned or slain. The final monster to be brought forth by Earth was Typhon, the mightiest giant of all; his ass’ head brushed the heavens, his wings darkened the sky, and he spat burning rocks from his mouth. The gods were put to flight and they hid in Egypt in the shape of animals. Zeus was hamstrung by the hideous giant when he faced it; he was rescued by Hermes, and was subsequently successful in defeating Typhon with his thunderbolts and imprisoning him beneath the earth.&lt;br /&gt;
&lt;br /&gt;
Having secured three victories over the progeny of Earth, the gods now reigned supreme. By overthrowing the titans and imprisoning them in the Underworld (that is, the Magic Realm), the gods usurped their power. The titans still represent the primal forces of the universe, but they do so at the behest of the gods.&lt;br /&gt;
&lt;br /&gt;
==== Kampe&#039;s Lovers ====&lt;br /&gt;
Mortal magicians discovered long ago that despite being imprisoned, the titans were still capable of providing power for the exercise of magic. Some Seekers claim that all magic comes to man through the titans, and Hermes was the first to discover how to take this power without weakening their bonds. These magi do not seek the downfall of the gods, but do desire a greater bond with the primal spirits of the Magic Realm. Dubbed Kampe’s Lovers after the jailer of the titans, this faction is attractive to House Tytalus, since its goals mirror those of a Tytalan Mystery Cult called the Titanoi &#039;&#039;&#039;&#039;&#039;(see Houses of Hermes: Societates, page 94)&#039;&#039;&#039;&#039;&#039;. Tisiphon of Hedyosmos is the most prominent member of this faction &#039;&#039;&#039;&#039;&#039;(see more on Tisiphon in Chapter 5: Greece, Hedyosmos)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Mythic Blood – Gigantes ===&lt;br /&gt;
Characters with the Mythic Blood Virtue can choose to have the blood of the Greek giants. These differ from giants in other parts of Mythic Europe, in that their immense size was accompanied by another distinct physical feature — they had serpent tails instead of feet. The Magical Focus that accompanies the Mythic Blood is usually connected with strength or the Form of Terram, and the Personality Flaw is Rebellious. Common Virtues and Flaws include: Giant Blood; Large; Horrifying Appearance — Snake Legs, Necessary Condition — must be touching the ground.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|New Flaw: Rebellious|Major or Minor, Personality|You react adversely to any attempt to impose authority over you, and work against those who are in command. You do not necessarily have any desire to be a leader yourself, but you don’t like to be pushed around.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|New Flaw: Horrifying Appearance - Snake Legs|Major, Supernatural|You have no legs, instead your hips give rise to two or more snake-like tails; you should consider how you survived childhood with this horrific deformity. Your movement is not hindered under most circumstances. You can hide this deformity under clothing, but you cannot move without revealing it, leaving you feigning being crippled as well.}}&lt;br /&gt;
&lt;br /&gt;
== The Sibyls ==&lt;br /&gt;
Legend has it that 10 sibyls are entrusted with the secrets of the universe. All of the sibyls predated Christianity, and yet they predicted the birth of Christ, his miraculous life, and his death for the redemption of all mankind. Several theologians, including St. Augustine and Peter Abelard, have declared the oracles of the sibyls to be true prophecy despite being relics of paganism. Whether or not each utterance of a sibyl is true prophecy is up to the storyguide. The &#039;&#039;oracula sibillina&#039;&#039; (the &#039;&#039;Oracle of the Sibyls&#039;&#039;) is widely circulated in the 13th century, as a descendant of a collation of many thousands of sayings of the sibyls uttered over hundreds of years.&lt;br /&gt;
&lt;br /&gt;
What is little known is that the sibyls are ancient magic humans, gifted with immortality and true sight. Some are rumored to have been born mortal, and it is possible that “sibyl” is a role rather than an individual. Each sibyl rests in a powerful Magic aura or regio, and cannot leave without risking losing her prophetic powers (through Acclimation; &#039;&#039;&#039;&#039;&#039;see Realms of Power: Magic, page 52, for more details&#039;&#039;&#039;&#039;&#039;). Half of the sibyls dwell within the boundaries of the Theban Tribunal, and they are occasionally sought out for their wisdom, although each has a quirk in the manner in which she provides prophecy. Sibyls rarely live alone, and often have mundane or supernatural guardians to help them protect their secrets.&lt;br /&gt;
&lt;br /&gt;
==== The Erythraean Sibyl ====&lt;br /&gt;
Demophile lives in Erythrae, a town in Ionia opposite Chios. She is closest to Christian teaching in her utterances, and is consequently more celebrated than her sisters. Her prophecies are presented in riddles; most characteristically as acrostics (a poetic device she invented), where the initial letters of each sentence spell out a word.&lt;br /&gt;
&lt;br /&gt;
==== The Delphic Sibyl ====&lt;br /&gt;
Herophile dwells in the sacred precinct of Delphi on Mount Parnassus, a site famed for its oracle to Apollo. However, the Delphic Sibyl is not (and never was) the same as the Pythia — the priestess of Apollo known as the Delphic oracle — despite the two famous prophetesses occupying the same space (&#039;&#039;&#039;&#039;&#039;see Chapter 5: Greece for more details on Delphi&#039;&#039;&#039;&#039;&#039;). Herophile only utters prophecy for those with royal blood, although she seems unconcerned how dilute that blood is.&lt;br /&gt;
&lt;br /&gt;
==== The Samian Sibyl ====&lt;br /&gt;
Phyto, on Samos, is one of the most approachable sibyls, and she is often brought gifts by the shepherds who graze their flocks near her cave. She demands that any questions are posed to her in a riddling rhyme, although her answers are refreshingly plain.&lt;br /&gt;
&lt;br /&gt;
==== The Hellespontine Sibyl ====&lt;br /&gt;
Amalthea dwells at Dardania on Mount Ida in Asia Minor, although her origins are in Troy. She will prophesize truly for any native-born Trojan, but she refuses to utter any prophecy regarding Troy (or its present day descendant) ever since she predicted the war that saw so many Trojan deaths.&lt;br /&gt;
&lt;br /&gt;
==== The Phrygian Sibyl ====&lt;br /&gt;
This sibyl’s name is Lamia, and she haunts Phrygia in the Anatolian Highlands. She is probably not the she-monster of the same name who preys on the unwary, but she has an unsavory reputation nonetheless. She must be physically overcome and forced to speak prophetic words; unlike the other sibyls, she is monstrously strong.&lt;br /&gt;
&lt;br /&gt;
==== The Sybillides ====&lt;br /&gt;
While the sibyls themselves are incapable of leaving their shrines, they occasionally bear children to the visitors who seek their wisdom. A child of such a union is encouraged by her mother to leave the sanctuary of her magical home and experience the world. The children of sibyls — called sibyllides — are magic kin &#039;&#039;&#039;&#039;&#039;(Realms of Power: Magic, page 89)&#039;&#039;&#039;&#039;&#039;. They may be magic characters or characters aligned with the Magic Realm. They always have powers associated with prophecy and extra-normal sight (like the &#039;&#039;&#039;&#039;&#039;Warders of Mystery from Realms of Power: Magic, page 95&#039;&#039;&#039;&#039;&#039;), and at least one has become a magus of the Order, naturally specialized in Intellego magic. They are obligated to return to their mother’s home every decade to report to her what they have learned about the world, so that she can judge whether it is right for more of her prophecies to be released.&lt;br /&gt;
&lt;br /&gt;
=== Other Sibyls ===&lt;br /&gt;
The Persian Sibyl is named Sambenthe and lives in ancient Babylon. The Libyan Sibyl Phemonoe dwells in the Siwa Oasis in the Libyan desert. Sabbe the Hebrew Sibyl is purported to have been on the Ark, as one of Noah’s daughters-in-law. She wanders between Magic auras throughout the Holy Land. The Cumean Sibyl and the Tiburtine Sibyl are both to be found in Italy; Carmentis dwells at Lake Cumae near Naples, and Albunea next to the Tibur river in Etruria. The Cumean Sibyl sold three books of prophecy to King Tarquinius of Rome; these books became the property of a Roman college of priests, and then part of the lore of the Cult of Mercury.&lt;br /&gt;
&lt;br /&gt;
=== Character Guide: A Sibyl ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 25+ (mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Winter&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int +5, Per +6, Pre 0, Com +1, Str –1, Sta 0, Dex –1, Qik –1&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; n/a (varies)&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 2 (6)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Human, Magical Master; Famous, Self Confident; Meddler; Ability Block (Martial Abilities), Visions&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Divination &amp;amp; Augury &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, Chapter 7)&#039;&#039;&#039;&#039;&#039;, Improved Perception, Natural Appearance; Improved Abilities x 3, Mentem Resistance, Minor Virtue (additional Divination methods) x5, Minor Virtue (Great Intelligence) x2, Minor Virtue (Great Perception) x2, Minor Virtue (Improved Characteristics), Minor Virtue (Premonitions), Minor Virtue (Puissant Divination)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Enigmatic* +6, Meddlesome +3, Brave +1&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Prophetess 4 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Unarmed Defense&#039;&#039;: Init –1, Attack n/a, Defense –1, Damage n/a&lt;br /&gt;
* &#039;&#039;&#039;Soak:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, -1, -3, -5, Unconscious&lt;br /&gt;
* &#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Classical Greek 5 (prophetic pronouncement), [Area A] Lore 5 (varies), [Area B] Lore 5 (varies), [Area C] Lore 5 (varies), Artes Liberales 4 (scribing riddles), Divination 10+2 (varies), Faerie Lore 4 (prophecy), Guile 1 (under duress), Intrigue 3 (local politics), Latin 5 (declamations), Living Language 4 (local dialect), Magic Lore 5 (prophecy), Mentem Resistance 5 (mind-reading), [Organization A] Lore 5 (varies), [Organization B] Lore 5 (varies), Penetration 5 (Divination), Philosophiae 4 (natural philosophy), Premonitions 5 (nations), Teaching 3 (Area Lore)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 5 pawns of Mentem vis, in tools of divination&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039;  Each sibyl appears as a woman native to the area; some appear to be young maidens, whereas others appear as haggard crones. They wear flimsy veils across their faces, or else a blindfold.&lt;br /&gt;
This character guide follows the rules for Magic Characters &#039;&#039;&#039;&#039;&#039;(see Realms of Power: Magic, pages 29–54)&#039;&#039;&#039;&#039;&#039;, and describes the basic minimum game statistics of a sibyl. However, there is plenty of room for customization; the sibyl has only 5 points of Virtues and Flaws, and most sibyls have a Magic Might greater that 25, allowing room for some overtly magical powers rather than relying on Divination, Premonitions, and a vast knowledge of diverse subjects. The sibyl’s Enigmatic Personality Trait is an Essential Trait; magical effects to make her speak clearly mysteriously fail. Some sibyls might be Transformed Humans rather than Magic Humans.&lt;br /&gt;
&lt;br /&gt;
== Magical Bindings ==&lt;br /&gt;
One of the most significant magical traditions of Ancient Greece — although by no means unique to Ancient Greece — is the power of bonds, whether those restraints are taken unwillingly or voluntarily in the form of oaths. These traditions have not vanished along with antiquity, but only fragments of them survive into the 13th century. It is the choice of the storyguide as to whether any or all of the fragments presented in this section constitute a single or multiple magical traditions, and whether practitioners of that magic still exist in the wildernesses of the Tribunal, away from the eyes of the Order.&lt;br /&gt;
&lt;br /&gt;
=== Stygian Magi ===&lt;br /&gt;
An interest in binding magics is known as the “Stygian Art” in the Theban Tribunal, connecting these magics to the mythology of the Underworld. It is commonly held that binding magics are suspect, possibly even Infernally corrupted, probably due to the preeminence of the Goetic Arts in this field. Despite this reputation, some magi still pursue these studies. Most notable of these is Polydegmon of Hedyosmos &#039;&#039;&#039;&#039;&#039;(see Chapter 5: Greece)&#039;&#039;&#039;&#039;&#039;, who practices a non-Hermetic tradition of binding magic; until he trains an apprentice, his abilities remain unique in the Tribunal.&lt;br /&gt;
&lt;br /&gt;
The Witches of Thessaly &#039;&#039;&#039;&#039;&#039;(Realms of Power: The Infernal, pages 140–142)&#039;&#039;&#039;&#039;&#039; — possibly the native tradition of Trianoma — still practice their stygian magic across the Tribunal, but specifically on the mainland. Here they clash with the Covenant of Erebos &#039;&#039;&#039;&#039;&#039;(see Chapter 5)&#039;&#039;&#039;&#039;&#039; over territory and magical resources.&lt;br /&gt;
&lt;br /&gt;
=== Epanakoi ===&lt;br /&gt;
&#039;&#039;“Epanankoi”&#039;&#039; is a general term for spells that constrain, specifically for the purposes of coercing spirits and gods. The epanankoi are among the most powerful magics of the classical period, practiced by both gods and men, and are almost completely forgotten in the current day. Some fragments of this power remain, and magi eagerly seek them out for clues to this lost magic.&lt;br /&gt;
&lt;br /&gt;
The Gates of Tartaros that constrain the titans are one of the most significant bindings known. These mighty chains allowed the gods to direct the power of the titans while keeping them imprisoned. The jailer of Tartaros is a fearful she-dragon called Kampe; she is the embodiment of the chains of the gods ever since Zeus slew her. Some claim that Kampe’s power was channeled by ancient sorcerers to work their binding magics.&lt;br /&gt;
&lt;br /&gt;
Some of the bindings wrought in ancient times still hold today, and members of the Order who are aware of them are nervous that they are incapable of repairing them should they be broken. Some example bindings known to the Order include:&lt;br /&gt;
* The island of Delos was once bound to the ocean floor by spells wrought by a titan, but this binding as now been broken &#039;&#039;&#039;&#039;&#039;(see Chapter 6: The Islands)&#039;&#039;&#039;&#039;&#039;;&lt;br /&gt;
* During the gods’ war against the giants, each defeated foe was bound into the earth, crushed under mountains, or buried beneath islands. The locations of some of these giants are known;&lt;br /&gt;
* The Jar of Pandora is rumored to be an item of great binding magic capable of controlling the spirits of hardship and death;&lt;br /&gt;
* The monsters of the Persian Wars were bound by Greek sorcerers into inanimate objects &#039;&#039;&#039;&#039;&#039;(see Chapter 2: History)&#039;&#039;&#039;&#039;&#039;;&lt;br /&gt;
* Oaths formed the foundation of the mundane leagues &#039;&#039;&#039;&#039;&#039;(see Chapter 2)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Diabolai ====&lt;br /&gt;
Much as Christians threaten saints into compliance with ritual humiliation &#039;&#039;&#039;&#039;&#039;(Realms of Power: The Divine, pages 87–88)&#039;&#039;&#039;&#039;&#039;, so too can local spirits and mythological figures be coerced into acting on a character’s behalf. Although by no means common in the empire, practice of diabolai, or “slander rites,” is widespread. The most common use of diabolai is to evoke the wrath of a supernatural being and direct that wrath at the target of choice; but this process can direct the being to use any of its powers at the character’s command. Not every supernatural creature is responsive to diabolai; it has to be a sentient being who has accepted patronage over a specific site or subject personal to the character invoking it. Thus a native of a village could invoke a nymph who guards a local grove; a local could visit the long-abandoned shrine to Helios the sun god; a physician could invoke Aesklepios, the god of medicine; and someone with Mythic Blood could call upon his magical ancestor. This deep and personal connection is vital: a person cannot simply perform a diabolai on a random magical spirit or faerie. The character also requires some intimate knowledge of the specific being he intends to invoke, represented by knowledge of the (Realm) Lore appropriate to the entity’s Might. Characters without an appropriate (Realm) Lore cannot perform a slander rite, but no other specialist Ability or Virtue is required. Slander rites can be used to coerce creatures from any Realm, but they are most commonly used against Faerie and Magic beings. Attracting the attention of demons with these rites is opening yourself to future corruption.&lt;br /&gt;
&lt;br /&gt;
It takes several hours to perform a slander rite. The most common method involves drawing a portrait or making an effigy of the entity, wrapping it in cloth and then throwing it into an oven or bath, or suspending it over a lamp. Alternatively, the character can reverse the normal (pagan) worship rites of the being, such as offering the brains of a black ram, or fumigating a holy place with burnt dung from a black cow. But any of these rites, particularly the last, are easily misconstrued as paganism or demon worship, and may attract unwanted attention from one’s neighbors. While performing the slander rite, the character must describe the power to be employed and the target of that power, if appropriate. If the entity does not have the requested power, then the diabolai automatically fails.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Diabolai|Presence + (Realm) Lore + modifiers + stress die}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ease factor|9 + being’s (Might / 5}}&lt;br /&gt;
&lt;br /&gt;
If the slander rite succeeds, the invoked supernatural being immediately uses its power to grant the character the effect he demanded. If the rite fails, the invoked being is annoyed and will not respond to any further petitions for a month. If the roll is 10 or more points beneath the Ease Factor, or the diabolai is botched, then the entity uses one of his powers on the invoking character. Furthermore, the supernatural being refuses to entertain more requests from anyone for the entire year.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers to Diabolai ====&lt;br /&gt;
Diabolai performed in public:+2&lt;br /&gt;
Requested power is apt (e.g. target worthy of punishment): +1 to +5, as determined by the storyguide&lt;br /&gt;
Synthemata of being known &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, pages 86–88)&#039;&#039;&#039;&#039;&#039;: +3&lt;br /&gt;
True Name of being known &#039;&#039;&#039;&#039;&#039;(see Realms of Power: The Infernal, pages 34–35)&#039;&#039;&#039;&#039;&#039;: +9&lt;br /&gt;
Performed a diabolai in the last month: –9&lt;br /&gt;
Threatening an unfamiliar being: –6&lt;br /&gt;
&lt;br /&gt;
=== Goetia ===&lt;br /&gt;
A more direct way to summon and control spirits and gods is through the Goetic Arts &#039;&#039;&#039;&#039;&#039;(see Realms of Power: The Infernal, pages 114–119)&#039;&#039;&#039;&#039;&#039;. The term goes, meaning “sorcerer,” is one of the most ancient words used to describe magic in Greek, and some believe that this brand of Infernal sorcery began here. Because they deal with chthonic forces, the Goetic Arts inevitably bear the taint of the Infernal realm. Practitioners are treated with the utmost prejudice by Hermetic and Church authorities alike.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Magic and Theurgy ===&lt;br /&gt;
Some Mystery Cults of the Order of Hermes teach a form of binding magic that deals with spirits (Hermetic Spirit Magic) or Daimons (Hermetic Theurgy). Both of these techniques contain elements of binding and control, and it may be that they owe their origins to either diabolai, goetia, or both. For more information on these magics, &#039;&#039;&#039;&#039;&#039;see The Mysteries Revised Edition, Chapters 8 and 9&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Katadesmos Magic ===&lt;br /&gt;
The lost art of Defixio Magic &#039;&#039;&#039;&#039;&#039;(see Ancient Magic, Chapter 3)&#039;&#039;&#039;&#039;&#039; was called Katadesmos Magic in Ancient Greece, where it was perhaps more prevalent than in Ancient Rome. However, the evidence is more scattered and less easy to obtain. That has not deterred the magi who search the islands for &#039;&#039;katadesmoi&#039;&#039; — cursing tablets — in hope of an insight into this lost magical tradition. Through this magic, a wizard could enact a curse on a victim at any range without the need of an Arcane Connection. Furthermore, they could create conditional spells that would be triggered in response to a specified event, and thus act as warnings, traps, and governors of good behavior. The ancients would call upon spirits to act as conduits to their magic, and to deliver their spells to their enemies.&lt;br /&gt;
&lt;br /&gt;
One consequence of the prevalence of Katadesmos Magic is the manifestation of the Leadworker Virtue &#039;&#039;&#039;&#039;&#039;(Houses of Hermes: True Lineages, page 143)&#039;&#039;&#039;&#039;&#039; in non-Hermetic wizards who may take this Virtue as a Supernatural Virtue. Among magi, leadworking remains a secret of House Tremere.&lt;br /&gt;
&lt;br /&gt;
== Hedge Magic and Magicians ==&lt;br /&gt;
The Theban Tribunal is a fortunate place for practitioners of magic; not only is it magically rich in terms of auras, regiones, and vis, it also has many wild and uninhabited places that serve as retreats for the Gifted individual wishing to avoid the negative consequences of his Gift on other people. The Order of Hermes has estimated that one in every hundred people in the Theban Tribunal have some magical ability; although only one in every thousand has received any formal training. Furthermore, only one in 10,000 has The Gift, and is thus capable of learning the most powerful magic.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tradition ===&lt;br /&gt;
[[Hedge Magic Revised Edition|Hedge Magic]], &#039;&#039;&#039;Ars Magica Fifth Edition&#039;&#039;&#039;’s supplement for non-Hermetic magic, details a number of magical traditions that can be found across Mythic Europe. This section describes how these traditions might manifest in the Theban Tribunal.&lt;br /&gt;
&lt;br /&gt;
==== Elementalists ====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chapter 2 of Hedge Magic&#039;&#039;&#039;&#039;&#039; describes the Apostles of Apollonius, devotees of the legendary inventor of elemental magic, Apollonius of Tyana. These wizards can be found scattered throughout the Greek islands and in Asia Minor, and they have some contact with their Arabic counterparts in the Muslim lands to the south and east. Control over the elements of water and air is exceptionally useful for sea-going peoples, and merchants occasionally hire these wizards to ensure safe passage.&lt;br /&gt;
&lt;br /&gt;
==== Folk Witches ====&lt;br /&gt;
Folk witches are mostly found on the Greek mainland rather than on the islands. Many are secret devotees of Hekate, the titan-goddess of witchcraft, and claim an unbroken tradition leading back to the classical era. Some covens have joined forces with the Strigae or Daughters of Erictho &#039;&#039;&#039;&#039;&#039;(Realms of Power: The Infernal, pages 129–131 and pages 140–142, respectively)&#039;&#039;&#039;&#039;&#039;, although it is often these Infernal witches who are in control. This alliance has given the practice of the folk witches a bad reputation in the empire.&lt;br /&gt;
&lt;br /&gt;
==== Gruagachan ====&lt;br /&gt;
While this magical tradition is based in a culture from the other side of Mythic Europe, a storyguide could introduce a similar tradition drawn from the Pelasgic people of pre-Hellene Greece. They would be worshipers of the titans and descendants of the serpent-tailed Greek giants, but their powers over curses and blessings, and the connection of these to permitted or prohibited behavior, is a perfect match for the binding magics native to the Tribunal. It is probable that Greek versions of the gruagachan would have access to spirit magic, most likely in the form of some of the Goetic Arts &#039;&#039;&#039;&#039;&#039;(Realms of Power: The Infernal, pages 114–119)&#039;&#039;&#039;&#039;&#039;, in exchange for losing the ability to create enchanted tattoos. They may be a reservoir of [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape#Katadesmos Magic|Defixio Lore]] which would greatly extend the scope of their magic.&lt;br /&gt;
&lt;br /&gt;
==== Learned Magicians ====&lt;br /&gt;
Byzantium has no universities, which are the most likely home of the &#039;&#039;mathematici&#039;&#039;, although Constantinople’s famed schools are perhaps a suitable substitute. Any &#039;&#039;mathematici&#039;&#039; in the Theban Tribunal are more likely to have come here with the Venetian invaders. However, the variant form of cunning folk are perhaps as common as folk witches in rural areas, communing with faeries and local nymphs for the protection of their community. Likewise, alchemists have a home in Constantinople. They are heirs to a great body of learning, and were richly funded before the fall of the empire because of their contributions to military prowess, particularly with regard to Greek Fire.&lt;br /&gt;
&lt;br /&gt;
==== Nightwalkers ====&lt;br /&gt;
Nightwalking traditions were a feature of Ancient Greece, and remnants of the cult remain in pockets across the empire. They often find themselves at odds with Folk Witch covens, particularly those who have teamed up with Infernal witches. Nightwalkers in Greece often have other magical abilities, such as being cunning folk (see Learned Magicians).&lt;br /&gt;
&lt;br /&gt;
==== The Malkai ====&lt;br /&gt;
In &#039;&#039;Rival Magic&#039;&#039; a tradition of wizards called the Muspelli is described, who derive their magic direct from the Norse equivalents of the titans. Advice is given for variant Muspelli in other lands, including the Makhai — Greek sorcerers who serve the monstrous Ekhidna and Typhon, who were brought forth by the Earth to avenge the imprisonment of the titans on the faerie gods. The Makhai might incorporate or replace the Gruagach variants mentioned in this chapter.&lt;br /&gt;
&lt;br /&gt;
=== Peasant Magic ===&lt;br /&gt;
As well as the usual collection of minor magical powers represented by Supernatural Abilities like Dowsing, Premonitions, Second Sight, and so on, the common folk of Greece also have a very minor ceremonial magic. The origins of this magic — if indeed it has a single origin at all — is long lost. It is usually dismissed by Hermetic magi as beneath their notice.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|New Virtue: Folk Magic|Minor, Supernatural|The character is capable of performing very minor acts of magic through his knowledge of scraps of occult lore. Choose one (Realm) Lore that is the key Ability for this magic; he may learn this Ability at Character Creation even if he is normally unable to take Arcane Abilities. The choice of (Realm) Lore also determines which supernatural realm his magic is aligned to for the purposes of aura modifiers. He can only create spells in one narrow area, which must be one of the following four options:&lt;br /&gt;
* &#039;&#039;&#039;Abjuration:&#039;&#039;&#039; Creates a ward against animals or supernatural creature. Uses the Rego Animal or Rego Vim guidelines.&lt;br /&gt;
* &#039;&#039;&#039;Divination:&#039;&#039;&#039; Acquire magical senses that detect health, wealth, and mental state. Uses Intellego Corpus, Intellego Mentem, and Intellego Terram guidelines.&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Grants a Recovery bonus for either wounds or diseases, and aids the birthing of children and livestock. Uses the Creo Corpus or Creo Animal guidelines. Infernal Lore cannot be used to produce this type of effect.&lt;br /&gt;
* &#039;&#039;&#039;Evil Eye:&#039;&#039;&#039; Causes minor acts of mischief like pain, blight of crops, hair loss, sneezing, and so forth. Uses the Perdo Corpus, Perdo Animal, or Perdo Herbam guidelines. Divine Lore cannot be used to produce this type of effect.&lt;br /&gt;
To cast a spell the character must expend a fatigue level, whether the spell succeeds or fails. He must also spend at least 15 minutes preparing the spell, during which time he needs unbroken concentration and access to his “magical” materials (while necessary, these materials offer no benefit to the casting). The spell is designed exactly like a Hermetic spell. The Casting Total is equal to (Stamina + (Realm) Lore + Aura modifier + stress die) / 2. Penetration is calculated in the normal fashion: Casting Total – Spell Level + Penetration modifiers. You may pick this Virtue more than once, to acquire expertise in a different category of spells. Each time you choose this Virtue, you can align it to the same Realm as before or pick a different one, although a character cannot have access to both the Divine and Infernal Realms.}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Nine:_The_Magical_Landscape&amp;diff=20048</id>
		<title>The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Nine:_The_Magical_Landscape&amp;diff=20048"/>
		<updated>2024-12-17T21:56:24Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Creation for reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Theban Tribunal has a rich history of magic. This section discusses the magical powers that some think once ruled the world, and the magic that is thought to derive from their captivity. It also considers some of the non-Hermetic magics that are practiced across the four seas.&lt;br /&gt;
&lt;br /&gt;
== The Titans ==&lt;br /&gt;
In pagan mythology, the universe was created by primal beings beyond mortal understanding such as Khaos (Chaos), Ouranos (Heaven), Ge (Earth), Pontus (Sea), Erebos (Abyss), Nyx (Night), and Hemera (Day). Christian theologians who have studied the classics count these beings (the protogonoi) and their children (the titans) among the allegorical or actual Intelligences whom God set to rule over natural processes.&lt;br /&gt;
&lt;br /&gt;
The six male Titans are all responsible for governing time in the Magic Realm. Hyperion establishes day and night, Krios orders the heavenly constellations, Koios rules the axis of the heavens, Iapetos is the titan of mortality, Kronos rules all-devouring time, and Okeanos regulates the motion of the tides. Their wives control natural forces of the Magic Realm: Theia is the brilliant sky, Mnemosyne (or Eurybia) is the mistress of the weather, Phoibe is the prophetic earth, Themis (or Klymene) is the Underworld’s cavern, Rhea is the fecundity of nature, and Tethys is the power of the waters under the earth. As described in &#039;&#039;&#039;&#039;&#039;Realms of Power: Magic, page 109&#039;&#039;&#039;&#039;&#039;, these primal beings are members of the Magic Realm, unlike the gods who succeeded them, who are faeries.&lt;br /&gt;
&lt;br /&gt;
It is not difficult to understand the fascination that many magi of the Theban Tribunal have for these cosmic figures. Those individuals who pursue study of the titans are divided broadly into three factions, detailed below. These factions are not (yet) formal political leagues, but simply like-minded individuals who often collaborate due to similar goals. The names of the factions — Seekers of the Fallen, Legion of Atlas, and Kampe’s Lovers — were coined four Tribunals ago by Lucian &#039;&#039;&#039;&#039;&#039;(see Chapter 4, Hermetic Leagues)&#039;&#039;&#039;&#039;&#039; in a cynical speech mocking their efforts. The labels have stuck, and younger members of the factions have begun to refer to themselves in these terms.&lt;br /&gt;
&lt;br /&gt;
=== The Titans, in Brief ===&lt;br /&gt;
The following is a very brief overview of the titans and their progeny, the Daimons and nymphs. Readers are directed to the bibliography for more information.&lt;br /&gt;
&lt;br /&gt;
The sons of Krios and Mnemosyne are Perses, Pallas, and Astraios. Perses is the titan of the scorching heat of summer and destruction. His daughter is Hekate, goddess of witchcraft. Pallas is the titan of war-craft and spring. His children by Styx are the Daimons of rivalry, strength, force, victory, and persuasion beloved by House Tytalus &#039;&#039;&#039;&#039;&#039;(see Houses of Hermes: Societates, page 94)&#039;&#039;&#039;&#039;&#039;. Astraios is the titan of autumn and the stars, and father of the winds and the planets. Mnemosyne is also the mother of the Muses by Zeus.&lt;br /&gt;
&lt;br /&gt;
Iapetos and Themis had four sons: Atlas, titan of endurance and daring; Prometheus, titan of forethought and crafty counsel; Epimetheus, titan of afterthought and excuses; and Menoitios, titan of violence. Themis is also the mother of the three Graces and the three Fates by Zeus.&lt;br /&gt;
&lt;br /&gt;
Hyperion and Theia gave birth to the sun (Helios), the moon (Selene), and the dawn (Eos). Okeanos and Tethys are the parents of all the world’s rivers and seas. Koios represents the inquisitive mind, and is acclaimed as the creator of science; Phoibe stands for the intuitive mind. Their two daughters are Leto, titaness of heavenly prophecy and omens, and Asteria, titaness of the oracles and prophecies of the night (including dreams and necromancy).&lt;br /&gt;
&lt;br /&gt;
=== The Titans as Governors of the Universe ===&lt;br /&gt;
The titans are creatures of the Magic Realm, leading some to theorize that they were among the first creations of God. When He separated the earth and the sky, He created Ge and Ouranos; when He ordered the light He created Nyx and Hemera, and so forth. The implication is that the Magic Realm is the primal state of the world before man. With the titans set over time, and the titanesses set over nature, their children became the inventors of all human sciences and arts, the progenitors of culture, and, some say, the creators of mankind.&lt;br /&gt;
&lt;br /&gt;
==== Seekers of the Fallen ====&lt;br /&gt;
This loose coalition of a handful of magi believe that the restoration of the titans will lead to a new age of magic. They believe the Garden of Eden was the Magic Realm, and when Adam and Eve were cast out beyond its bounds, they entered the mundane world, bringing with them fragments of the Magic Realm that manifested as auras. Most respected among the Seekers is Evantia of Moero’s Garden. The members of this faction are fascinated with Magic auras, regiones, and portals into the Magic Realm itself.&lt;br /&gt;
&lt;br /&gt;
=== The Titans as Enemies of the Gods ===&lt;br /&gt;
The rulership of the titans over the universe was not destined to last. Kronos ate every one of his children by Rhea, after a prophecy revealed he was destined to be overthrown by his son. Appalled at his behavior, Rhea fed Kronos a stone instead of her third son and youngest child, and had the baby Zeus raised in secret. When he came of age, Zeus fed his father an emetic, and he vomited forth the stone, then Zeus’ elder siblings. Meeting as a council of war, the children of Kronos asked Zeus to lead them in war against the titans. The battle was enjoined and dragged on for many years. Initially neutral, Atlas joined the fight against the gods when they sunk Atlantis, his beloved island kingdom. He took over leadership from Kronos, and the titans started to win. The turning point for the gods, which won them the war, was obtaining three fabulous weapons from the Kyklopes: Hades stole the titans’ weapons using the helmet of invisibility, Poseidon distracted them with his trident, and Zeus struck them down using the thunderbolt. All the titans were captured and imprisoned in Tartaros, save Atlas who was set to hold up the vault of heaven, and Prometheus who sided with the gods.&lt;br /&gt;
&lt;br /&gt;
==== Legion of Atlas ====&lt;br /&gt;
Perhaps the most radical faction of the Theban Tribunal, the Legion of Atlas seek to undermine the faerie gods. Rather than preserving the remnants of the Magic Realm on earth, the Atlasians plan to make it anew. This is a dangerous goal; not only are the gods themselves powerful opponents, but the Oath of Hermes is quite specific about prohibiting the molestation of the fae.&lt;br /&gt;
&lt;br /&gt;
Kristophoros of Bonisagus is an evangelizing magus who takes the First Commandment very seriously. He believes that the remnants of pagan practices across the Tribunal are a form of insidious evil, and seeks to cleanse Hermetic procedure in Thebes from any hint of idolatry. Curiously enough, he has no issue with the titans, since they do not desire worship, unlike the faerie gods who live for it. Kristophoros has become a rallying point for all magi of the Legion of Atlas, since their goals coincide even if their philosophies do not. Kristophoros has used his considerable rhetorical powers in the past to prevent convictions against those magi who molest the fae, and characters may find in him an unexpected (and perhaps unwelcome) ally at Tribunal.&lt;br /&gt;
&lt;br /&gt;
=== The Titans as Government in Exile ===&lt;br /&gt;
Mother Earth was consumed with wrath at the treatment of her children by her grandchildren, and bore a race of giants to wreak her anger. The 24 giants attacked the gods, but they were incapable of being killed by the gods, requiring instead the hand of Herakles to land the death blow. During the fight the geography of the world was rearranged as both gods and giants used uprooted islands and mountains as missiles. Ultimately the giants were defeated and either imprisoned or slain. The final monster to be brought forth by Earth was Typhon, the mightiest giant of all; his ass’ head brushed the heavens, his wings darkened the sky, and he spat burning rocks from his mouth. The gods were put to flight and they hid in Egypt in the shape of animals. Zeus was hamstrung by the hideous giant when he faced it; he was rescued by Hermes, and was subsequently successful in defeating Typhon with his thunderbolts and imprisoning him beneath the earth.&lt;br /&gt;
&lt;br /&gt;
Having secured three victories over the progeny of Earth, the gods now reigned supreme. By overthrowing the titans and imprisoning them in the Underworld (that is, the Magic Realm), the gods usurped their power. The titans still represent the primal forces of the universe, but they do so at the behest of the gods.&lt;br /&gt;
&lt;br /&gt;
==== Kampe&#039;s Lovers ====&lt;br /&gt;
Mortal magicians discovered long ago that despite being imprisoned, the titans were still capable of providing power for the exercise of magic. Some Seekers claim that all magic comes to man through the titans, and Hermes was the first to discover how to take this power without weakening their bonds. These magi do not seek the downfall of the gods, but do desire a greater bond with the primal spirits of the Magic Realm. Dubbed Kampe’s Lovers after the jailer of the titans, this faction is attractive to House Tytalus, since its goals mirror those of a Tytalan Mystery Cult called the Titanoi &#039;&#039;&#039;&#039;&#039;(see Houses of Hermes: Societates, page 94)&#039;&#039;&#039;&#039;&#039;. Tisiphon of Hedyosmos is the most prominent member of this faction &#039;&#039;&#039;&#039;&#039;(see more on Tisiphon in Chapter 5: Greece, Hedyosmos)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Mythic Blood – Gigantes ===&lt;br /&gt;
Characters with the Mythic Blood Virtue can choose to have the blood of the Greek giants. These differ from giants in other parts of Mythic Europe, in that their immense size was accompanied by another distinct physical feature — they had serpent tails instead of feet. The Magical Focus that accompanies the Mythic Blood is usually connected with strength or the Form of Terram, and the Personality Flaw is Rebellious. Common Virtues and Flaws include: Giant Blood; Large; Horrifying Appearance — Snake Legs, Necessary Condition — must be touching the ground.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|New Flaw: Rebellious|Major or Minor, Personality|You react adversely to any attempt to impose authority over you, and work against those who are in command. You do not necessarily have any desire to be a leader yourself, but you don’t like to be pushed around.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|New Flaw: Horrifying Appearance - Snake Legs|Major, Supernatural|You have no legs, instead your hips give rise to two or more snake-like tails; you should consider how you survived childhood with this horrific deformity. Your movement is not hindered under most circumstances. You can hide this deformity under clothing, but you cannot move without revealing it, leaving you feigning being crippled as well.}}&lt;br /&gt;
&lt;br /&gt;
== The Sibyls ==&lt;br /&gt;
Legend has it that 10 sibyls are entrusted with the secrets of the universe. All of the sibyls predated Christianity, and yet they predicted the birth of Christ, his miraculous life, and his death for the redemption of all mankind. Several theologians, including St. Augustine and Peter Abelard, have declared the oracles of the sibyls to be true prophecy despite being relics of paganism. Whether or not each utterance of a sibyl is true prophecy is up to the storyguide. The &#039;&#039;oracula sibillina&#039;&#039; (the &#039;&#039;Oracle of the Sibyls&#039;&#039;) is widely circulated in the 13th century, as a descendant of a collation of many thousands of sayings of the sibyls uttered over hundreds of years.&lt;br /&gt;
&lt;br /&gt;
What is little known is that the sibyls are ancient magic humans, gifted with immortality and true sight. Some are rumored to have been born mortal, and it is possible that “sibyl” is a role rather than an individual. Each sibyl rests in a powerful Magic aura or regio, and cannot leave without risking losing her prophetic powers (through Acclimation; &#039;&#039;&#039;&#039;&#039;see Realms of Power: Magic, page 52, for more details&#039;&#039;&#039;&#039;&#039;). Half of the sibyls dwell within the boundaries of the Theban Tribunal, and they are occasionally sought out for their wisdom, although each has a quirk in the manner in which she provides prophecy. Sibyls rarely live alone, and often have mundane or supernatural guardians to help them protect their secrets.&lt;br /&gt;
&lt;br /&gt;
==== The Erythraean Sibyl ====&lt;br /&gt;
Demophile lives in Erythrae, a town in Ionia opposite Chios. She is closest to Christian teaching in her utterances, and is consequently more celebrated than her sisters. Her prophecies are presented in riddles; most characteristically as acrostics (a poetic device she invented), where the initial letters of each sentence spell out a word.&lt;br /&gt;
&lt;br /&gt;
==== The Delphic Sibyl ====&lt;br /&gt;
Herophile dwells in the sacred precinct of Delphi on Mount Parnassus, a site famed for its oracle to Apollo. However, the Delphic Sibyl is not (and never was) the same as the Pythia — the priestess of Apollo known as the Delphic oracle — despite the two famous prophetesses occupying the same space (&#039;&#039;&#039;&#039;&#039;see Chapter 5: Greece for more details on Delphi&#039;&#039;&#039;&#039;&#039;). Herophile only utters prophecy for those with royal blood, although she seems unconcerned how dilute that blood is.&lt;br /&gt;
&lt;br /&gt;
==== The Samian Sibyl ====&lt;br /&gt;
Phyto, on Samos, is one of the most approachable sibyls, and she is often brought gifts by the shepherds who graze their flocks near her cave. She demands that any questions are posed to her in a riddling rhyme, although her answers are refreshingly plain.&lt;br /&gt;
&lt;br /&gt;
==== The Hellespontine Sibyl ====&lt;br /&gt;
Amalthea dwells at Dardania on Mount Ida in Asia Minor, although her origins are in Troy. She will prophesize truly for any native-born Trojan, but she refuses to utter any prophecy regarding Troy (or its present day descendant) ever since she predicted the war that saw so many Trojan deaths.&lt;br /&gt;
&lt;br /&gt;
==== The Phrygian Sibyl ====&lt;br /&gt;
This sibyl’s name is Lamia, and she haunts Phrygia in the Anatolian Highlands. She is probably not the she-monster of the same name who preys on the unwary, but she has an unsavory reputation nonetheless. She must be physically overcome and forced to speak prophetic words; unlike the other sibyls, she is monstrously strong.&lt;br /&gt;
&lt;br /&gt;
==== The Sybillides ====&lt;br /&gt;
While the sibyls themselves are incapable of leaving their shrines, they occasionally bear children to the visitors who seek their wisdom. A child of such a union is encouraged by her mother to leave the sanctuary of her magical home and experience the world. The children of sibyls — called sibyllides — are magic kin &#039;&#039;&#039;&#039;&#039;(Realms of Power: Magic, page 89)&#039;&#039;&#039;&#039;&#039;. They may be magic characters or characters aligned with the Magic Realm. They always have powers associated with prophecy and extra-normal sight (like the &#039;&#039;&#039;&#039;&#039;Warders of Mystery from Realms of Power: Magic, page 95&#039;&#039;&#039;&#039;&#039;), and at least one has become a magus of the Order, naturally specialized in Intellego magic. They are obligated to return to their mother’s home every decade to report to her what they have learned about the world, so that she can judge whether it is right for more of her prophecies to be released.&lt;br /&gt;
&lt;br /&gt;
=== Other Sibyls ===&lt;br /&gt;
The Persian Sibyl is named Sambenthe and lives in ancient Babylon. The Libyan Sibyl Phemonoe dwells in the Siwa Oasis in the Libyan desert. Sabbe the Hebrew Sibyl is purported to have been on the Ark, as one of Noah’s daughters-in-law. She wanders between Magic auras throughout the Holy Land. The Cumean Sibyl and the Tiburtine Sibyl are both to be found in Italy; Carmentis dwells at Lake Cumae near Naples, and Albunea next to the Tibur river in Etruria. The Cumean Sibyl sold three books of prophecy to King Tarquinius of Rome; these books became the property of a Roman college of priests, and then part of the lore of the Cult of Mercury.&lt;br /&gt;
&lt;br /&gt;
=== Character Guide: A Sibyl ===&lt;br /&gt;
* &#039;&#039;&#039;Magic Might:&#039;&#039;&#039; 25+ (mentem)&lt;br /&gt;
* &#039;&#039;&#039;Season:&#039;&#039;&#039; Winter&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int +5, Per +6, Pre 0, Com +1, Str –1, Sta 0, Dex –1, Qik –1&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; n/a (varies)&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 2 (6)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; Magic Human, Magical Master; Famous, Self Confident; Meddler; Ability Block (Martial Abilities), Visions&lt;br /&gt;
* &#039;&#039;&#039;Magical Qualities and Inferiorities:&#039;&#039;&#039; Divination &amp;amp; Augury &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, Chapter 7)&#039;&#039;&#039;&#039;&#039;, Improved Perception, Natural Appearance; Improved Abilities x 3, Mentem Resistance, Minor Virtue (additional Divination methods) x5, Minor Virtue (Great Intelligence) x2, Minor Virtue (Great Perception) x2, Minor Virtue (Improved Characteristics), Minor Virtue (Premonitions), Minor Virtue (Puissant Divination)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Enigmatic* +6, Meddlesome +3, Brave +1&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; Prophetess 4 (Local)&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Unarmed Defense&#039;&#039;: Init –1, Attack n/a, Defense –1, Damage n/a&lt;br /&gt;
* &#039;&#039;&#039;Soak:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, -1, -3, -5, Unconscious&lt;br /&gt;
* &#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Classical Greek 5 (prophetic pronouncement), [Area A] Lore 5 (varies), [Area B] Lore 5 (varies), [Area C] Lore 5 (varies), Artes Liberales 4 (scribing riddles), Divination 10+2 (varies), Faerie Lore 4 (prophecy), Guile 1 (under duress), Intrigue 3 (local politics), Latin 5 (declamations), Living Language 4 (local dialect), Magic Lore 5 (prophecy), Mentem Resistance 5 (mind-reading), [Organization A] Lore 5 (varies), [Organization B] Lore 5 (varies), Penetration 5 (Divination), Philosophiae 4 (natural philosophy), Premonitions 5 (nations), Teaching 3 (Area Lore)&lt;br /&gt;
* &#039;&#039;&#039;Vis:&#039;&#039;&#039; 5 pawns of Mentem vis, in tools of divination&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039;  Each sibyl appears as a woman native to the area; some appear to be young maidens, whereas others appear as haggard crones. They wear flimsy veils across their faces, or else a blindfold.&lt;br /&gt;
This character guide follows the rules for Magic Characters &#039;&#039;&#039;&#039;&#039;(see Realms of Power: Magic, pages 29–54)&#039;&#039;&#039;&#039;&#039;, and describes the basic minimum game statistics of a sibyl. However, there is plenty of room for customization; the sibyl has only 5 points of Virtues and Flaws, and most sibyls have a Magic Might greater that 25, allowing room for some overtly magical powers rather than relying on Divination, Premonitions, and a vast knowledge of diverse subjects. The sibyl’s Enigmatic Personality Trait is an Essential Trait; magical effects to make her speak clearly mysteriously fail. Some sibyls might be Transformed Humans rather than Magic Humans.&lt;br /&gt;
&lt;br /&gt;
== Magical Bindings ==&lt;br /&gt;
One of the most significant magical traditions of Ancient Greece — although by no means unique to Ancient Greece — is the power of bonds, whether those restraints are taken unwillingly or voluntarily in the form of oaths. These traditions have not vanished along with antiquity, but only fragments of them survive into the 13th century. It is the choice of the storyguide as to whether any or all of the fragments presented in this section constitute a single or multiple magical traditions, and whether practitioners of that magic still exist in the wildernesses of the Tribunal, away from the eyes of the Order.&lt;br /&gt;
&lt;br /&gt;
=== Stygian Magi ===&lt;br /&gt;
An interest in binding magics is known as the “Stygian Art” in the Theban Tribunal, connecting these magics to the mythology of the Underworld. It is commonly held that binding magics are suspect, possibly even Infernally corrupted, probably due to the preeminence of the Goetic Arts in this field. Despite this reputation, some magi still pursue these studies. Most notable of these is Polydegmon of Hedyosmos &#039;&#039;&#039;&#039;&#039;(see Chapter 5: Greece)&#039;&#039;&#039;&#039;&#039;, who practices a non-Hermetic tradition of binding magic; until he trains an apprentice, his abilities remain unique in the Tribunal.&lt;br /&gt;
&lt;br /&gt;
The Witches of Thessaly &#039;&#039;&#039;&#039;&#039;(Realms of Power: The Infernal, pages 140–142)&#039;&#039;&#039;&#039;&#039; — possibly the native tradition of Trianoma — still practice their stygian magic across the Tribunal, but specifically on the mainland. Here they clash with the Covenant of Erebos &#039;&#039;&#039;&#039;&#039;(see Chapter 5)&#039;&#039;&#039;&#039;&#039; over territory and magical resources.&lt;br /&gt;
&lt;br /&gt;
=== Epanakoi ===&lt;br /&gt;
&#039;&#039;“Epanankoi”&#039;&#039; is a general term for spells that constrain, specifically for the purposes of coercing spirits and gods. The epanankoi are among the most powerful magics of the classical period, practiced by both gods and men, and are almost completely forgotten in the current day. Some fragments of this power remain, and magi eagerly seek them out for clues to this lost magic.&lt;br /&gt;
&lt;br /&gt;
The Gates of Tartaros that constrain the titans are one of the most significant bindings known. These mighty chains allowed the gods to direct the power of the titans while keeping them imprisoned. The jailer of Tartaros is a fearful she-dragon called Kampe; she is the embodiment of the chains of the gods ever since Zeus slew her. Some claim that Kampe’s power was channeled by ancient sorcerers to work their binding magics.&lt;br /&gt;
&lt;br /&gt;
Some of the bindings wrought in ancient times still hold today, and members of the Order who are aware of them are nervous that they are incapable of repairing them should they be broken. Some example bindings known to the Order include:&lt;br /&gt;
* The island of Delos was once bound to the ocean floor by spells wrought by a titan, but this binding as now been broken &#039;&#039;&#039;&#039;&#039;(see Chapter 6: The Islands)&#039;&#039;&#039;&#039;&#039;;&lt;br /&gt;
* During the gods’ war against the giants, each defeated foe was bound into the earth, crushed under mountains, or buried beneath islands. The locations of some of these giants are known;&lt;br /&gt;
* The Jar of Pandora is rumored to be an item of great binding magic capable of controlling the spirits of hardship and death;&lt;br /&gt;
* The monsters of the Persian Wars were bound by Greek sorcerers into inanimate objects &#039;&#039;&#039;&#039;&#039;(see Chapter 2: History)&#039;&#039;&#039;&#039;&#039;;&lt;br /&gt;
* Oaths formed the foundation of the mundane leagues &#039;&#039;&#039;&#039;&#039;(see Chapter 2)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Diabolai ====&lt;br /&gt;
Much as Christians threaten saints into compliance with ritual humiliation &#039;&#039;&#039;&#039;&#039;(Realms of Power: The Divine, pages 87–88)&#039;&#039;&#039;&#039;&#039;, so too can local spirits and mythological figures be coerced into acting on a character’s behalf. Although by no means common in the empire, practice of diabolai, or “slander rites,” is widespread. The most common use of diabolai is to evoke the wrath of a supernatural being and direct that wrath at the target of choice; but this process can direct the being to use any of its powers at the character’s command. Not every supernatural creature is responsive to diabolai; it has to be a sentient being who has accepted patronage over a specific site or subject personal to the character invoking it. Thus a native of a village could invoke a nymph who guards a local grove; a local could visit the long-abandoned shrine to Helios the sun god; a physician could invoke Aesklepios, the god of medicine; and someone with Mythic Blood could call upon his magical ancestor. This deep and personal connection is vital: a person cannot simply perform a diabolai on a random magical spirit or faerie. The character also requires some intimate knowledge of the specific being he intends to invoke, represented by knowledge of the (Realm) Lore appropriate to the entity’s Might. Characters without an appropriate (Realm) Lore cannot perform a slander rite, but no other specialist Ability or Virtue is required. Slander rites can be used to coerce creatures from any Realm, but they are most commonly used against Faerie and Magic beings. Attracting the attention of demons with these rites is opening yourself to future corruption.&lt;br /&gt;
&lt;br /&gt;
It takes several hours to perform a slander rite. The most common method involves drawing a portrait or making an effigy of the entity, wrapping it in cloth and then throwing it into an oven or bath, or suspending it over a lamp. Alternatively, the character can reverse the normal (pagan) worship rites of the being, such as offering the brains of a black ram, or fumigating a holy place with burnt dung from a black cow. But any of these rites, particularly the last, are easily misconstrued as paganism or demon worship, and may attract unwanted attention from one’s neighbors. While performing the slander rite, the character must describe the power to be employed and the target of that power, if appropriate. If the entity does not have the requested power, then the diabolai automatically fails.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Diabolai|Presence + (Realm) Lore + modifiers + stress die}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ease factor|9 + being’s (Might / 5}}&lt;br /&gt;
&lt;br /&gt;
If the slander rite succeeds, the invoked supernatural being immediately uses its power to grant the character the effect he demanded. If the rite fails, the invoked being is annoyed and will not respond to any further petitions for a month. If the roll is 10 or more points beneath the Ease Factor, or the diabolai is botched, then the entity uses one of his powers on the invoking character. Furthermore, the supernatural being refuses to entertain more requests from anyone for the entire year.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers to Diabolai ====&lt;br /&gt;
Diabolai performed in public:+2&lt;br /&gt;
Requested power is apt (e.g. target worthy of punishment): +1 to +5, as determined by the storyguide&lt;br /&gt;
Synthemata of being known &#039;&#039;&#039;&#039;&#039;(see The Mysteries Revised Edition, pages 86–88)&#039;&#039;&#039;&#039;&#039;: +3&lt;br /&gt;
True Name of being known &#039;&#039;&#039;&#039;&#039;(see Realms of Power: The Infernal, pages 34–35)&#039;&#039;&#039;&#039;&#039;: +9&lt;br /&gt;
Performed a diabolai in the last month: –9&lt;br /&gt;
Threatening an unfamiliar being: –6&lt;br /&gt;
&lt;br /&gt;
=== Goetia ===&lt;br /&gt;
A more direct way to summon and control spirits and gods is through the Goetic Arts &#039;&#039;&#039;&#039;&#039;(see Realms of Power: The Infernal, pages 114–119)&#039;&#039;&#039;&#039;&#039;. The term goes, meaning “sorcerer,” is one of the most ancient words used to describe magic in Greek, and some believe that this brand of Infernal sorcery began here. Because they deal with chthonic forces, the Goetic Arts inevitably bear the taint of the Infernal realm. Practitioners are treated with the utmost prejudice by Hermetic and Church authorities alike.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Magic and Theurgy ===&lt;br /&gt;
Some Mystery Cults of the Order of Hermes teach a form of binding magic that deals with spirits (Hermetic Spirit Magic) or Daimons (Hermetic Theurgy). Both of these techniques contain elements of binding and control, and it may be that they owe their origins to either diabolai, goetia, or both. For more information on these magics, &#039;&#039;&#039;&#039;&#039;see The Mysteries Revised Edition, Chapters 8 and 9&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Katadesmos Magic ===&lt;br /&gt;
The lost art of Defixio Magic &#039;&#039;&#039;&#039;&#039;(see Ancient Magic, Chapter 3)&#039;&#039;&#039;&#039;&#039; was called Katadesmos Magic in Ancient Greece, where it was perhaps more prevalent than in Ancient Rome. However, the evidence is more scattered and less easy to obtain. That has not deterred the magi who search the islands for &#039;&#039;katadesmoi&#039;&#039; — cursing tablets — in hope of an insight into this lost magical tradition. Through this magic, a wizard could enact a curse on a victim at any range without the need of an Arcane Connection. Furthermore, they could create conditional spells that would be triggered in response to a specified event, and thus act as warnings, traps, and governors of good behavior. The ancients would call upon spirits to act as conduits to their magic, and to deliver their spells to their enemies.&lt;br /&gt;
&lt;br /&gt;
One consequence of the prevalence of Katadesmos Magic is the manifestation of the Leadworker Virtue &#039;&#039;&#039;&#039;&#039;(Houses of Hermes: True Lineages, page 143)&#039;&#039;&#039;&#039;&#039; in non-Hermetic wizards who may take this Virtue as a Supernatural Virtue. Among magi, leadworking remains a secret of House Tremere.&lt;br /&gt;
&lt;br /&gt;
== Hedge Magic and Magicians ==&lt;br /&gt;
The Theban Tribunal is a fortunate place for practitioners of magic; not only is it magically rich in terms of auras, regiones, and vis, it also has many wild and uninhabited places that serve as retreats for the Gifted individual wishing to avoid the negative consequences of his Gift on other people. The Order of Hermes has estimated that one in every hundred people in the Theban Tribunal have some magical ability; although only one in every thousand has received any formal training. Furthermore, only one in 10,000 has The Gift, and is thus capable of learning the most powerful magic.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tradition ===&lt;br /&gt;
[[Hedge Magic]], &#039;&#039;&#039;Ars Magica Fifth Edition&#039;&#039;&#039;’s supplement for non-Hermetic magic, details a number of magical traditions that can be found across Mythic Europe. This section describes how these traditions might manifest in the Theban Tribunal.&lt;br /&gt;
&lt;br /&gt;
==== Elementalists ====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chapter 2 of Hedge Magic&#039;&#039;&#039;&#039;&#039; describes the Apostles of Apollonius, devotees of the legendary inventor of elemental magic, Apollonius of Tyana. These wizards can be found scattered throughout the Greek islands and in Asia Minor, and they have some contact with their Arabic counterparts in the Muslim lands to the south and east. Control over the elements of water and air is exceptionally useful for sea-going peoples, and merchants occasionally hire these wizards to ensure safe passage.&lt;br /&gt;
&lt;br /&gt;
==== Folk Witches ====&lt;br /&gt;
Folk witches are mostly found on the Greek mainland rather than on the islands. Many are secret devotees of Hekate, the titan-goddess of witchcraft, and claim an unbroken tradition leading back to the classical era. Some covens have joined forces with the Strigae or Daughters of Erictho &#039;&#039;&#039;&#039;&#039;(Realms of Power: The Infernal, pages 129–131 and pages 140–142, respectively)&#039;&#039;&#039;&#039;&#039;, although it is often these Infernal witches who are in control. This alliance has given the practice of the folk witches a bad reputation in the empire.&lt;br /&gt;
&lt;br /&gt;
==== Gruagachan ====&lt;br /&gt;
While this magical tradition is based in a culture from the other side of Mythic Europe, a storyguide could introduce a similar tradition drawn from the Pelasgic people of pre-Hellene Greece. They would be worshipers of the titans and descendants of the serpent-tailed Greek giants, but their powers over curses and blessings, and the connection of these to permitted or prohibited behavior, is a perfect match for the binding magics native to the Tribunal. It is probable that Greek versions of the gruagachan would have access to spirit magic, most likely in the form of some of the Goetic Arts &#039;&#039;&#039;&#039;&#039;(Realms of Power: The Infernal, pages 114–119)&#039;&#039;&#039;&#039;&#039;, in exchange for losing the ability to create enchanted tattoos. They may be a reservoir of [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape#Katadesmos Magic|Defixio Lore]] which would greatly extend the scope of their magic.&lt;br /&gt;
&lt;br /&gt;
==== Learned Magicians ====&lt;br /&gt;
Byzantium has no universities, which are the most likely home of the &#039;&#039;mathematici&#039;&#039;, although Constantinople’s famed schools are perhaps a suitable substitute. Any &#039;&#039;mathematici&#039;&#039; in the Theban Tribunal are more likely to have come here with the Venetian invaders. However, the variant form of cunning folk are perhaps as common as folk witches in rural areas, communing with faeries and local nymphs for the protection of their community. Likewise, alchemists have a home in Constantinople. They are heirs to a great body of learning, and were richly funded before the fall of the empire because of their contributions to military prowess, particularly with regard to Greek Fire.&lt;br /&gt;
&lt;br /&gt;
==== Nightwalkers ====&lt;br /&gt;
Nightwalking traditions were a feature of Ancient Greece, and remnants of the cult remain in pockets across the empire. They often find themselves at odds with Folk Witch covens, particularly those who have teamed up with Infernal witches. Nightwalkers in Greece often have other magical abilities, such as being cunning folk (see Learned Magicians).&lt;br /&gt;
&lt;br /&gt;
==== The Malkai ====&lt;br /&gt;
In &#039;&#039;Rival Magic&#039;&#039; a tradition of wizards called the Muspelli is described, who derive their magic direct from the Norse equivalents of the titans. Advice is given for variant Muspelli in other lands, including the Makhai — Greek sorcerers who serve the monstrous Ekhidna and Typhon, who were brought forth by the Earth to avenge the imprisonment of the titans on the faerie gods. The Makhai might incorporate or replace the Gruagach variants mentioned in this chapter.&lt;br /&gt;
&lt;br /&gt;
=== Peasant Magic ===&lt;br /&gt;
As well as the usual collection of minor magical powers represented by Supernatural Abilities like Dowsing, Premonitions, Second Sight, and so on, the common folk of Greece also have a very minor ceremonial magic. The origins of this magic — if indeed it has a single origin at all — is long lost. It is usually dismissed by Hermetic magi as beneath their notice.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|New Virtue: Folk Magic|Minor, Supernatural|The character is capable of performing very minor acts of magic through his knowledge of scraps of occult lore. Choose one (Realm) Lore that is the key Ability for this magic; he may learn this Ability at Character Creation even if he is normally unable to take Arcane Abilities. The choice of (Realm) Lore also determines which supernatural realm his magic is aligned to for the purposes of aura modifiers. He can only create spells in one narrow area, which must be one of the following four options:&lt;br /&gt;
* &#039;&#039;&#039;Abjuration:&#039;&#039;&#039; Creates a ward against animals or supernatural creature. Uses the Rego Animal or Rego Vim guidelines.&lt;br /&gt;
* &#039;&#039;&#039;Divination:&#039;&#039;&#039; Acquire magical senses that detect health, wealth, and mental state. Uses Intellego Corpus, Intellego Mentem, and Intellego Terram guidelines.&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Grants a Recovery bonus for either wounds or diseases, and aids the birthing of children and livestock. Uses the Creo Corpus or Creo Animal guidelines. Infernal Lore cannot be used to produce this type of effect.&lt;br /&gt;
* &#039;&#039;&#039;Evil Eye:&#039;&#039;&#039; Causes minor acts of mischief like pain, blight of crops, hair loss, sneezing, and so forth. Uses the Perdo Corpus, Perdo Animal, or Perdo Herbam guidelines. Divine Lore cannot be used to produce this type of effect.&lt;br /&gt;
To cast a spell the character must expend a fatigue level, whether the spell succeeds or fails. He must also spend at least 15 minutes preparing the spell, during which time he needs unbroken concentration and access to his “magical” materials (while necessary, these materials offer no benefit to the casting). The spell is designed exactly like a Hermetic spell. The Casting Total is equal to (Stamina + (Realm) Lore + Aura modifier + stress die) / 2. Penetration is calculated in the normal fashion: Casting Total – Spell Level + Penetration modifiers. You may pick this Virtue more than once, to acquire expertise in a different category of spells. Each time you choose this Virtue, you can align it to the same Realm as before or pick a different one, although a character cannot have access to both the Divine and Infernal Realms.}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Guardians_of_the_Forest_Chapter_Ten:_Bohemia&amp;diff=20047</id>
		<title>Guardians of the Forest Chapter Ten: Bohemia</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Guardians_of_the_Forest_Chapter_Ten:_Bohemia&amp;diff=20047"/>
		<updated>2024-12-17T21:01:53Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Ioannes Acer, follower of Merinita */ Adding some missing bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bohemia ==&lt;br /&gt;
== Irenciallia ==&lt;br /&gt;
{{InWorldCitation|Immutable in the depths of rivers,&amp;lt;br&amp;gt;&lt;br /&gt;
In the eternal twilight of forests,&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of the old days live on|inscription above the gate to Irencillia}}&lt;br /&gt;
&lt;br /&gt;
Irencillia, the domus magna of House Merinita, hidden deep in faerie woods, was founded when this area was wild and uncivilized. Due to the meddling of members of the covenant the area is still largely untouched, and Irencillia has a timeless quality, seemingly unaffecte by the passage of years. The encroachment of humans into traditionally faerie areas has caused members of House Merinita to come to their domus magna in larger numbers, and the Autumn covenant has never been as large as it is now. Irencillia has little to do with the politics of the area or of the Tribunal as a whole, preferring seclusion above all else.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Irencillia was never the home of Merinita herself, contrary to current belief. It was established by Quendalon, second Primus of the House, when he returned from Arcadia and turned House Merinita towards the path of the fae. Since that time the covenant has remained unchanged — and ever changing.&lt;br /&gt;
&lt;br /&gt;
==== The Lost Domus Magna ====&lt;br /&gt;
Merinita was descended from the Roman priestesses of Diana who penetrated the German wilderness while the priests of Mercury tried to build their walls around it. She was the last priestess; the cult was in its ﬁnal death throes due to the waves of Christianization following Charlemagne’s conquests, and it took all of Trianoma’s persuasive power to draw her from her temple to join the Order. Irencillia was not her original home, however; rather, it was built by Quendalon. The House knows that Irencillia was not the temple to Diana, but they do not remember where the original temple is, nor what it was called.&lt;br /&gt;
&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
Irencillia is located in the northern stretches of the Bohemian Forest, bordering the Bohemian plain. Primarily composed of beech and oak, this part of the forest does not have dense undergrowth, just an expanse of brown leaves beneath the wide green canopy of the trees. Low-growing shrubs are discouraged by the numerous fallow deer who dwell here, and wild boar root around in the leaf litter searching for acorns, beechmast, and mushrooms. There are only a few wolves, who prefer the cover in the denser southern and eastern reaches. Lynx and bears are relatively common.&lt;br /&gt;
&lt;br /&gt;
Many people approaching Irencillia for the ﬁrst time expect to see a faerie castle built out of living wood, populated by elegant courtiers; this is exactly what they see. Other, more practical heads expect a forest hamlet, peopled by foresters wearing oak-green and earth-brown; once again, this is precisely what they see. Mixed groups of visitors, each with their own preconceptions, see different things before them. Some might see a wooded hill with a trilithon leading to an underground labyrinth. Others might experience a narrow gully whose high walls are dotted with cave entrances populated by humans with twisted forms. Wanderers through the region  who do not know of the covenant’s existence see what they expect as well — nothing but open expanses of woodland. This curious property of the covenant has existed for many centuries, and no-one knows whether it is a spell, a faerie power, or something else.&lt;br /&gt;
&lt;br /&gt;
All views of the covenant have a few features in common. Some form of boundary surrounds the entire covenant, whether this be a wooden palisade, a dry-stone wall, or a tall thorny hedge. Through this wall there is a single gateway that may or may not have a door, above which is an inscription (which may be elegantly carved into stone, roughly scratched into a plank of wood, or otherwise etched), said to be the last words uttered by Merinita before her disappearance in 785 AD.&lt;br /&gt;
&lt;br /&gt;
The different appearance of the covenant to each visitor is more than just visual illusion — it is a peculiar faerie glamour that causes the actual experience of the covenant to differ between individuals. A wall that feels like smooth marble to one person will be living woven withies to another, and if one plucks a leaf, the other character will swear blind that it is a chip of marble. Likewise, the covenfolk will appear different. A character experiencing an underground tumulus will ﬁnd the covenfolk to be short, squat, and ugly, and might get strange looks from those seeing the covenant as a faerie castle, as they will seem to be talking to the chest of a tall lady of the court. The covenfolk seem oblivious to these inconsistencies, but then, it is impossible to tell precisely what version of Irencillia they are experiencing! Presumably, this effect should be stopped by sufﬁciently strong magic resistance, although no Hermetic magus has ever reported this occurring — but then, it would be difﬁcult to know if the view you were seeing was the real one, anyway. If a piece of Irencillia’s physical structure is removed from its aura, it will turn into dust, dried leaves, and twigs once the sun rises or sets.&lt;br /&gt;
&lt;br /&gt;
No one ever forms the same global picture of Irencillia — it is impossible to construct a map of the place that would be of any use to another. Some areas have a “ﬁrm reality” where a consensus picture has emerged: the sancta of the magi, for example. Each magus has a ﬁrm idea of what their own sanctum looks like, and this reality fairly quickly establishes itself. The sancta become highly personalized, taking the form of castles, town-houses, mysterious gardens, barrows, and so on. To a lesser extent, important communal covenant areas (such as the library, council chamber, and dining hall) take on a consensus. The other details, the connecting paths or walkways, and the conﬁguration and placement of buildings always remain highly subject to personal interpretation.&lt;br /&gt;
&lt;br /&gt;
The Faerie aura of Irencillia is highly patchy. All areas within the boundary wall have an aura of at least 1, and sancta have been established where the aura is strongest (up to a strength of 6), but the strangest places can have unexpectedly high aura values. For example, a covered walkway that leads to the kitchens has a Faerie aura of 4 along its length. Some (but by no means all) of the patches of high Faerie aura reside within a regio; most of the sancta of the magi fall into this category. Each regio entrance is marked with a symbol, such as a badger’s head or a crescent moon. The meaning of these symbols is not readily understood by outsiders. It is theorized that the scattered aura and fragmented regiones of Irencillia are the product of an immense magical out-pouring; those who know the early history of the House will realize that the war between Quendalon and Myanar was just such an event.&lt;br /&gt;
&lt;br /&gt;
Those not expecting to find a covenant in the midst of the Bohemian Forest will not see it. Nevertheless, these rare visitors will wander through its halls, seeing only dense undergrowth and the occasional forest animal. Such visitors are strictly avoided by Irencillia’s inhabitants, and eventually they will ﬁnd the exit and wander out, none the wiser.&lt;br /&gt;
&lt;br /&gt;
==== The Maddenhofen Woods ====&lt;br /&gt;
This name is given to a stretch of woods on the northwestern fringe of the Bohemian Forest by the members of House Merinita. Irencillia is particularly protective of these woodlands, although they do not apparently collect vis here. The woods are well-known due to the disappearance of Tytalus here in 807 AD, who claimed he was planning to face the Queen of all the Fae. While followers of Merinita scoff that such a Queen would ever exist, a powerful faerie does indeed live in the Maddenhofen Woods. She is capable of granting one’s Heart’s Desire, but those who ask must afterwards perform a task for her; and as yet, no one has ever completed one of these tasks.&lt;br /&gt;
&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
Irencillia consists of two co-existing cultures, human and fae. Every magus resident at Irencillia has a “double” in the faerie court. These fae partners do not necessarily resemble their human counterparts closely, but it is usually easy to match faerie with magus. For example, a faerie double might adopt the same style of clothing as his counterpart, or resemble his familiar. He may have the same identiﬁable feature, such as a birth-mark or long nose. Inhabitants of Irencillia refer to these faeries as caricatures, and soon grow to ignore them. The caricatures lead lives separate from their humans, but they will often be found dining together, or standing near each other at public events, even though they are seemingly ignoring each other’s presence. Any magus who lives at Irencillia for more than a season will gain a caricature, raised from the ranks of the servant-folk. The prospective copy will begin by shadowing his target for a season, gradually adopting the target’s mannerisms and changing his appearance. At the end of this time, the caricature is complete and the two return to independent existence. This process can be quite spooky, even for Merinita who haven’t been apprenticed at Irencillia. Upon the death or departure of a magus, his caricature will return to the ranks of the covenfolk and gradually lose its individuality. In game terms, every long-term resident of Irencillia gains the Faerie Friend Flaw for the duration of his or her visit.&lt;br /&gt;
&lt;br /&gt;
The Faerie Might of a caricature varies. It often becomes higher over time, up to a maximum determined by the status of the magus at Irencillia. This status does not necessarily equate with magical power, although old magi do tend to have powerful caricatures. Political power or a deep understanding of faerie ways can also cause caricatures to become strong. Some magi who revel in their caricatures by adopting their mannerisms and personalities have found in return that they become quite closely tied to their faerie copy. The two may become more difﬁcult to distinguish from each other, and become Arcane Connections to each other.&lt;br /&gt;
&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Handri, Primus of House Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 81 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Obsessively Secretive +6, Indecisive +1, Secure in Position –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Handri, the Primus of House Merinita, is a secretive man who shares his concerns and plans with only his most trusted advisors. Whereas his predecessor Vinaria encouraged political dialogue with the Primi of other Houses, Handri has turned his attentions wholly to the faeries, conducting long private diplomatic missions into faerie areas. Rumors suggest that he has even met with survivors of House Diedne. Handri is equally secretive about his magical abilities — none can be found who have witnessed him using magic (or will admit to having witnessed it) apart from his signature spell, which earned him the status of [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs#Upon Being a Rhine Magus|master]]). Handri has been a magus for about six decades and has trained two apprentices, Iacob and [[Guardians of the Forest Chapter Eight: Central Germany#Beechleaf, follower of Merinitia|Beechleaf]], but has not yet (apparently) sought the status of archmage. His caricature is the Queen of Irencillia’s fae, an imperious-looking woman by the name of Rosmert. The caricature of the Primus is always the monarch of the Faerie Court, but whether there is a single, shape-shifting ruler or whether the king or queen changes as regularly as the Primus remains unknown.&lt;br /&gt;
&lt;br /&gt;
==== Vinaria, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 97 (Archmage)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Enigmatic +3, SelfAssured +3, Hostile –3&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Vinaria was the previous Prima of the House, but she stepped down after being outmaneuvered in its politics by her successor, Handri. Initially, it was claimed that she had entered “Faerie Twilight,” but seven years later she returned with no apparent change in her appearance or personality. Secretly, Handri is scared of her — since her return he feels that she has an inner strength that never existed before. He avoids her at all costs, and even allows her to do what she wants without interference. Vinaria is politically strong — in her days as Prima, she held long councils with many of the other Primi, and is exceptionally good at manipulating these contacts to her own ends. Her caricature was the faerie king of Irencillia, who is now Handri’s caricature; since her return, she has mysteriously not acquired another, which is another cause of unease for Handri. Her magic is particularly strong in the raw elemental arts, although her spells are always clothed in beautiful glamour.&lt;br /&gt;
&lt;br /&gt;
==== Glesig, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 62 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Impatient +2, Friendly +1, Tolerant of Fools –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Glesig is considered to be the member of House Merinita who is most versed in the subterranean fae. She is a massiveboned maga with plain features, although her hair appears to be made of threads of shining copper due to Twilight. Naturally, she specializes in Terram magics. Her caricature, Humnel, has taken the seeming of an immense troll, and Glesig has made him into her faerie familiar. Humnel is very protective of his mistress and particularly dislikes her being insulted.&lt;br /&gt;
&lt;br /&gt;
==== Iacob, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 43 (Master)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Independent +2, Suspicious +1, Talkative –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Iacob filius Handri is the most politically active magus of Irencillia (excepting perhaps Vinaria), being the somewhat precocious leader of the Elder Gild. He is also in charge of a secret project conceived by Handri upon his succession to the position of Primus of House Merinita — to establish a religion in the name of the fae. Iacob is careful not to reveal any magical powers to the mundanes; nevertheless, should the Quaesitores find out about the scheme they will be deeply unhappy. Iacob is a master of Mentem magics, achieving that rank at a notably young age, and has invented a number of spells that implant thoughts and ideas in the minds of his targets. He is a tall man, apparently in his early thirties (but actually a decade older), who has a charming personality and an almost hypnotic voice. His caricature is Nestor, a white crow who accompanies him on his travels.&lt;br /&gt;
&lt;br /&gt;
===== The God of Truth =====&lt;br /&gt;
In the last decade, a new religion has sprung up in the villages near the Bohemian Forest. It is a dualist faith: there is a God of Truth, who created the cosmos, and a God of Law, who created and rules the material world, but who cares not for its inhabitants. Proponents of the faith teach that the Church is in error, worshipping the stern God of Law rather than the God of Truth, who instead can only be found in the wild places of the world. The God of Truth is immaterial, unable to manifest in a world made and ruled by the cold god of the cities. Instead, he has sent his angels to show man the way. These angels are apparently what man calls faeries. The religion has no clear catechism other than a reverence for the wild and an abandonment of the churches; those churchmen who know of it are finding it difficult to crush a religion with no clear leader and no obvious means of transmission.&lt;br /&gt;
&lt;br /&gt;
There is a leader, however. Stories tell of the Prophet Iacob, identified by the presence of an albino crow who always accompanies him. The arrival of the Prophet cannot be predicted, and no-one knows where he goes. He never preaches, but wherever he is seen the new religion seems to spontaneously arise.&lt;br /&gt;
&lt;br /&gt;
==== Gravis, follower of Bonisagus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 33 (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Cheerful +2, Driven +2, Sensitive +1&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Eichengidle (Oak Guild)&lt;br /&gt;
Gravis has come to Irencillia to pursue his life-long fascination with the fae. He is from House Bonisagus, and has found it particularly frustrating that he has been unable to grasp even the basics of Faerie Magic, despite having a knowledge of Faerie Lore that exceeds that of many Merinita magi. Gravis has avoided becoming bitter, however, and still works toward his goal. His caricature Danket is almost his opposite; a grumpy, stick-thin dwarf with a perpetual scowl that contrasts with Gravis’ chubby frame and sunny disposition.&lt;br /&gt;
&lt;br /&gt;
==== Richenda Spinosa, follower of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 28 (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Bitter +3, Prickly +2, Fae –2&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
Richenda is a very atypical member of House Flambeau. As an apprentice she showed a great aptitude for flame-magics, but it was unknown to her master (Indulius of Fengheld) that this was due to her secret faerie heritage, descended as she was from Kupala, a faerie lord who guards the Fire Flower in Slavic lands. Her master’s bungling (in her opinion) scarred her Gift, and she was left unable to use fire magics except with great difficulty. Her natural aptitude for Herbam made her a laughing stock in her House, particularly when they learned that she had faerie blood. Richenda has become a very angry young maga with an affinity for spells involving thorns, and has sworn vengeance on her master. She has not fully come to terms with her fae side, although her caricature Jennis is helping here; he appears to be a male version of the Polish maga, and they have learned much from each other.&lt;br /&gt;
&lt;br /&gt;
==== Ioannes Acer, follower of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Characteristics:&#039;&#039;&#039; Int +2, Per 0, Pre +1, Com 0, Str +1, Sta +1, Dex +1, Qik 0&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 23 (23) (Journeyman)&lt;br /&gt;
* &#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
* &#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 1 (3)&lt;br /&gt;
* &#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039; The Gift; Journeyman; Flawless Magic; Deft Art (Herbam), Elder Gild Trained, Knight, Skilled Parens, Special Circumstances (When riding); Creative Block; Deleterious Circumstances (in city), Magical Animal Companion, Reckless, Short Lived Magic, Vow (Chivalry)&lt;br /&gt;
* Personality Traits: Brave +3, Honorable +3, Deep Thinker -2&lt;br /&gt;
* &#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Greatsword&#039;&#039;: Init -1, Attack +8, Defense +4, Damage +10&lt;br /&gt;
** &#039;&#039;Lance (mounted)&#039;&#039;: Init -1, Attack +11, Defense +6, Damage +6&lt;br /&gt;
** &#039;&#039;Fist&#039;&#039;: Init -3, Attack +5, Defense +4, Damage +1&lt;br /&gt;
* &#039;&#039;&#039;Soak:&#039;&#039;&#039; +8 (full metal scale), +5 (half metal scale)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, -1, -3, -5, Unconscious&lt;br /&gt;
* &#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039; Animal Handling 2 (steeds), Artes Liberales 1 (writing poetry), Brawl 3 (punch), Charm 1 (ladies), Code of Hermes 1 (fae), Concentration 1 (Herbam spells), Etiquette 2 (fae), Faerie Lore 2 (knights), Faerie Magic 2 (Herbam spells), Finesse 1 (Rego), High German 5 (flowery language), Great Weapon 2 (Lance), Latin 4 (about plants), Magic Theory 4 (recognizing spells), Order of Hermes Lore 2 (Elder Gild), Parma Magica 2 (Rego spells), Penetration 1 (Rego), Ride 2 (Kervus)&lt;br /&gt;
* &#039;&#039;&#039;Arts:&#039;&#039;&#039; Cr 6, In 1, Mu 7, Pe 0, Re 10; An 3, Aq 0, Au 0, Co 3, He 10, Ig 0, Im 1, Me 0, Te 6, Vi 3&lt;br /&gt;
* &#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Half scale mail (made in bronze), great sword, lance.&lt;br /&gt;
* &#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 3 (4)&lt;br /&gt;
* &#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Soothe the Ferocious Boar&#039;&#039; (ReAn 10) +15, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Bind Wound&#039;&#039; (CrCo 10) +11, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;Bridge of Wood&#039;&#039; (CrHe 20) +18, Mastery 1 (Still Casting)&lt;br /&gt;
** &#039;&#039;Transformation of the Thorny Staff&#039;&#039; (MuHe 10) +19, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Piercing Shaft of Wood&#039;&#039; (Mu(Re)He 15) +19, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;Repel the Wooden Shafts&#039;&#039; (ReHe 10) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Strike of the Angered Branch&#039;&#039; (ReHe 15) +22, Mastery 1 (Multiple Casting)&lt;br /&gt;
** &#039;&#039;The Treacherous Spear&#039;&#039; (ReHe 15) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Coils of Entangling Plants&#039;&#039; (ReHe 20) +22, Mastery 1 (Fast Casting)&lt;br /&gt;
** &#039;&#039;Eyes of the Treacherous Terrain&#039;&#039; (InTe 15) +9, Mastery 1 (Still Casting)&lt;br /&gt;
** &#039;&#039;Wielding the Invisible Sling&#039;&#039; (ReTe 10) +18, Mastery 1 (Multiple Casting)&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; A young, robust-looking magus, with flowing golden locks and a sun-burnt youthful face. He is invariably dressed in ornate bronze scale armor polished to mirror-brightness, but never wears a helm. He carries a shield with his device (a white field with a green sycamore leaf), and a lance. His caricature has taken the form of a huge stag called Kervus who is capable of bearing his weight, and Ioannes rides him everywhere, even practicing his jousting from atop this magnificent beast. When not mounted, he usually removes part of his armor.&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; Holundergilde (Elder Guild)&lt;br /&gt;
&lt;br /&gt;
Ioannes Acer is the youngest apprentice of Archmage Vinaria, freshlyGauntletted. He is young, idealistic, and bound up in a romantic notion of chivalry and honor which that not serve him well should he leave the protective atmosphere of Irencillia. Note that his status as Knight (and its accompanying Vow of Chivalry) has been granted by a Faerie Court, not by a mundane one. Secular lords (should he come into contact with them) will recognize his status, as long as they do not probe too deeply into the identity of his liege. Ioannes would make a suitable player character.&lt;br /&gt;
&lt;br /&gt;
==== Other magi ====&lt;br /&gt;
There are three other magi at Irencillia, all members of House Merinita. The storyguide should let his or her creativity run wild with these magi (and their caricatures) — they are likely to be both powerful and eccentric.&lt;br /&gt;
&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
The covenfolk of Irencillia seem to be an anonymous group. None really stand out from any of the others, and they are as unobtrusive as possible, ignored in the main by magi and their caricatures alike. Their actual appearance depends upon what version of Irencillia is being experienced — they may be a squad of goblin-like creatures, else they might be elfin ladies dressed in pastel shades, or hairy outdoorsmen with more than a little animal blood in them. They are either humans with faerie blood or faeries who have dwelt too long among humans — they have lived at Irencillia among both peoples for so long now that it is impossible to tell. All have a Faerie Might of around 10, and some minor magical ability related to their job; thus, cleaners can animate brooms and pans to ease their work, cooks can make tasty meals out of meager pickings, and the librarian can cause books to come to him at a gesture. None of these powers rate as more than a first magnitude spell. No-one has ever reported the same covenfolk taking different appearances; as soon as one is identified uniquely from his fellows, he will always appear that way in future. The grogs of Irencillia are no different, although active duty has caused some to become more individual than others. Irencillia also employs a cadre of foresters who are more human than their other servants, primarily because they do not live in the covenant but rather in family groups in isolated forest bothies.&lt;br /&gt;
&lt;br /&gt;
=== Story seeds ===&lt;br /&gt;
==== The Return of Tytalus ====&lt;br /&gt;
A young follower of Tytalus enters the Maddenhofen Woods, determined to ﬁnd her Founder. This Heart’s Desire is granted, and while she attempts to complete her task, Tytalus himself emerges from the woods, protected from the centuries by its Stasis power. What could his Heart’s Desire have been, and now that he has it, what will he do with it?&lt;br /&gt;
&lt;br /&gt;
==== Caricatures ====&lt;br /&gt;
A caricature is kidnapped, and used to exact revenge upon the magus to whom it has adopted, by exploiting the Arcane Connection between the two.&lt;br /&gt;
&lt;br /&gt;
One of the magi of Irencillia is occupied with an important project, with no time to attend the Tribunal gathering, and so sends his caricature in his stead, with some basic instructions. It remains to be seen whether the caricature will be able to successfully impersonate the magus, and avoid getting into mischief.&lt;br /&gt;
&lt;br /&gt;
== The Margravate of Moravia ==&lt;br /&gt;
== Roznov ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20043</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20043"/>
		<updated>2024-11-25T22:08:12Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Houses of Hermes: True Lineages Conversion Progress */ Progress on chap 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 11%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 33%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2.5%&lt;br /&gt;
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| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
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| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
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=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
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=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
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|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
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=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
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|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
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==World Books==&lt;br /&gt;
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==Scenarios Books==&lt;br /&gt;
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=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Five:_Greece&amp;diff=20042</id>
		<title>The Sundered Eagle - The Theban Tribunal Chapter Five: Greece</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Five:_Greece&amp;diff=20042"/>
		<updated>2024-11-25T22:06:53Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* History */ Adding reference in main part of the section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Epiros ==&lt;br /&gt;
=== Arta ===&lt;br /&gt;
==== The Bridge of Arta ====&lt;br /&gt;
=== Corfu ===&lt;br /&gt;
==== The Stone Ship of Corfu ====&lt;br /&gt;
=== Durazzo ===&lt;br /&gt;
=== Lakes Ohrid and Prespa ===&lt;br /&gt;
==== Mount Pelister ====&lt;br /&gt;
=== The Pindos Mountains ===&lt;br /&gt;
==== Dodona ====&lt;br /&gt;
== Macedonia and Thessaly ==&lt;br /&gt;
=== Thessaloniki ===&lt;br /&gt;
==== Saint Demetrios ====&lt;br /&gt;
==== The Gorgona ====&lt;br /&gt;
=== Mount Athos ===&lt;br /&gt;
=== Olympos ===&lt;br /&gt;
==== The Forge of Hephaistos ====&lt;br /&gt;
=== Larissa ===&lt;br /&gt;
=== Meteora ===&lt;br /&gt;
=== Mount Pelion ===&lt;br /&gt;
==== The Cave of Chiron ====&lt;br /&gt;
== Attica and Boeotia ==&lt;br /&gt;
=== Thebes ===&lt;br /&gt;
=== Delphi ===&lt;br /&gt;
==== The Castalian Spring ====&lt;br /&gt;
==== The Palace of the Lamia ====&lt;br /&gt;
=== Athens ===&lt;br /&gt;
==== The Tumulus of Marathon ====&lt;br /&gt;
== Euboea ==&lt;br /&gt;
=== Chalkis ===&lt;br /&gt;
==== The Euripus Strait ====&lt;br /&gt;
=== The Mountains of Euboea ===&lt;br /&gt;
==== Aetos ====&lt;br /&gt;
==== The Baths of Herakles ====&lt;br /&gt;
== Morea ==&lt;br /&gt;
=== Corinth ===&lt;br /&gt;
==== The Isthmus of Corinth ====&lt;br /&gt;
==== Angistri ====&lt;br /&gt;
==== Lake Stymphalia ====&lt;br /&gt;
=== Arcadia ===&lt;br /&gt;
==== Vizie ====&lt;br /&gt;
=== Zakynthos ===&lt;br /&gt;
==== The Queen of the Nereids ====&lt;br /&gt;
== Epidauros ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
==== Epidauros&#039; Patron: Aklepios ====&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Xenias the Leper of House Tytalus ====&lt;br /&gt;
==== Galla of House Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
== Erebos ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
==== Erebos&#039; Patron: Cyra ====&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Destasia of House Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
== Gygas ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and physical Description ===&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
==== Gigas&#039; Patron: Čovek ====&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Boustaphan of House Tremere ====&lt;br /&gt;
==== Monorchis of House Tremere ====&lt;br /&gt;
==== Allectores of House Tremere ====&lt;br /&gt;
== Hedyosmos ==&lt;br /&gt;
Inhabited by House Guernicus and House Tytalus in what some call a sinister alliance, the covenant of Hedyosmos deserves its ominous reputation. By all accounts the covenant squats over a portal to the Underworld, and its members are expert wielders of magic associated with stygian forces — the earth, the dead, and malicious magic. In practice, Hedyosmos has been a strong supporter of the Hermetic polity throughout its existence. While some question their motives, no-one could question their loyalty.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Hedyosmos is one of the oldest covenants in the Tribunal. Wizards dwelled on the site for at least a century before the Order was founded, and possibly longer. In antiquity, the site was the site of a temple of Hades, the god of the Underworld. Indeed, it was one of the few cultic centers of this god, since the Eleans were the only men who were known to worship Hades.&lt;br /&gt;
&lt;br /&gt;
Three members of the original Theban League hailed from Hedyosmos, and Guernicus himself taught the youngest of them Hermetic magic. Already allied to the veneration of chthonic spirits, its membership welcomed Guernicus’ restored [[Houses of Hermes: True Lineages Chapter Two: House Guernicus#Being a Terrae-Magus|Terrae Cult]], and the covenant became one of its most important seats.&lt;br /&gt;
&lt;br /&gt;
It is commonly believed that magi of Hedyosmos were pivotal in the [[Houses of Hermes: True Lineages Chapter Four: House Tremere#The Final Founder|Sundering of Tremere]] in 848. It is certain that the alliance of Guernici and Tytalan theurgists that constituted the covenant were both motivated and appropriately skilled to conduct a campaign that destroyed Tremere’s plans to dominate the Order. Although officially House Tremere has no interest in the details of the Sundering, individual members of the house would be very interested to read Hedyosmos’ records for that period. But Tremere magi are not welcome at Hedyosmos.&lt;br /&gt;
&lt;br /&gt;
The covenant weathered the Corruption of House Tytalus and the Schism War with equal nonchalance, and has remained unperturbed through mundane conflicts and Hermetic turmoil alike.&lt;br /&gt;
&lt;br /&gt;
==== The Cult of the Earth ====&lt;br /&gt;
The Founder Guernicus was the last member of a cult dedicated to the mysteries of the earth. In the Founder’s last years, he reconstituted the cult among some of his apprentices, and revealed to them some of its secrets. Over time, the cult has adopted members from other houses, although it is always headed by a member of House Guernicus. In Greece, the threskeia geine (“cult of the earth,” called the cultus terrae or Terrae Cult elsewhere) has suborned the traditional functions of Hades, the principle Underworld god, without offering him any veneration. In fact, as the epicenter of Kampe’s Lovers (a faction seeking to undermine the gods), it specifically seeks to weaken the power of Hades over the prison of the titans, and restore them to prominence, starting a golden age of magic. This goal is described in detail in &#039;&#039;&#039;&#039;&#039;Chapter 9&#039;&#039;&#039;&#039;&#039;, although it should be noted that these are not the goals of the Terrae Cult as a whole, just those in the Theban Tribunal.&lt;br /&gt;
&lt;br /&gt;
The threskeia geine of Hedyosmos has Initiation Scripts for the following Virtues: Divination and Augury using the Geomancy Method (&#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 7&#039;&#039;&#039;&#039;&#039;), Summoning (&#039;&#039;&#039;&#039;&#039;see below&#039;&#039;&#039;&#039;&#039;), Dowsing, Puissant Terram, Silent Magic, and Spirit Familiar (principally earth spirits; &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, page 66&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Ordeal Flaws typically bestowed by these Scripts include: Restriction: feet much be touching bare earth; Afflicted Tongue (through mutilation), Deficient Auram, No Sense of Direction.&lt;br /&gt;
&lt;br /&gt;
The Terrae Cult teaches a variant of the Summoning Virtue described in Realms of Power: The Infernal &#039;&#039;&#039;&#039;&#039;(pages 114–115)&#039;&#039;&#039;&#039;&#039;. Rather than summoning any non-corporeal entity, it can instead summon any creature with a Magic Might that is aligned to the Form of Terram, including certain spirits, but also some magical animals and elementals (see &#039;&#039;&#039;&#039;&#039;Realms of Power: Magic, page 135&#039;&#039;&#039;&#039;&#039;). When summoning elementals, the character must use the scouring mechanic to create the elemental de novo. This version of the Summoning Virtue is not tainted by the Infernal.&lt;br /&gt;
&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
The slopes of Mount Minthe in Elis bear the ruins of a &#039;&#039;nekyomanteion&#039;&#039; (a shrine to the dead), beneath which is the covenant of Hedyosmos. The covenant is entirely underground, in a series of labyrinthine caves connected by twisting passages. Each cavern has several entrances, and it is easy to get lost in the lightless depths. Each magus has a cavern (or several caves) set aside as a sanctum; such caves are always blocked with a door. To the touch of anyone with Magic Resistance, a sanctum mark is briefly revealed in a silver glow to prevent accidental violation of sanctum law.&lt;br /&gt;
&lt;br /&gt;
Beneath the occupied levels of the covenant is a labyrinth of passages and caverns. The Magic aura of this labyrinth is aligned with Terram (see &#039;&#039;&#039;&#039;&#039;Realms of Power: Magic, page 16&#039;&#039;&#039;&#039;&#039;), and as one progresses further into the maze of passages, the strength of the aura increases. It is widely believed that an entrance into the Magic Realm can be found within the labyrinth, specifically one that leads to the Underworld prison of the titans. The covenant strongly discourages people from entering the labyrinth, although it utilizes several chambers for its cultic practices.&lt;br /&gt;
&lt;br /&gt;
Several of the covenfolk have the Dowsing Virtue. Through its use the covenant has located several seams of gold, silver, and gemstones, leaving them fabulously wealthy. All these mines are operated through intermediates to avoid accusations of meddling with mundanes.&lt;br /&gt;
&lt;br /&gt;
==== Hedyosmos&#039; Patron: Minthe ====&lt;br /&gt;
According to legend, Minthe was the lover of Hades. When the Underworld god abducted and ravished Persephone, Minthe boasted that Hades would return to her and banish Pesephone from his halls. This angered Persephone’s mother, Demeter, who trampled Minthe to dust underfoot. From this dust grew the mint plant, and the mint became Hades’ sacred herb.&lt;br /&gt;
&lt;br /&gt;
Minthe, who is a magical Daimon, guards one of the entrances to the Underworld, which is believed to be a way to gain entrance to the Magic Realm. For many centuries the inhabitants of Hedyosmos have venerated Minthe rather than Hades. Since she is set over a gate into Tartaros — where the titans are imprisoned — she is vital in the plans of Hedyosmos to restore the dominance of the Magic Realm over the lands of the Tribunal.&lt;br /&gt;
&lt;br /&gt;
==== Rumors ====&lt;br /&gt;
The sinister reputation of this covenant has contributed to a great deal of rumor and speculation regarding its history and practices. Many of these rumors are propagated by followers of Tremere who have especial reason to suspect the covenant.&lt;br /&gt;
* During the Sundering, Tremere’s senior lieutenants were imprisoned and interrogated at Hedyosmos, and the knowledge gained was used to produce the mighty rituals which broke the house. Some of their ghosts are captives to this day;&lt;br /&gt;
* Tremere magi deliver their dead through the Gate of Eurydice at Coeris. Some claim that these remains, or their spirits, emerge in the labyrinth beneath Hedyosmos;&lt;br /&gt;
* Hedyosmos’ wealth derives from the alchemical transformation of human bones into gold.&lt;br /&gt;
&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
No light or speech is permitted in the common areas of the covenant. Magi and companions may light the caves assigned to them however they wish and can speak freely in them, provided that no light or noise seeps into the corridors or shared chambers. Even the kitchens have no source of light; all food is prepared outside or bought from the nearby village, and warmed using hot rocks in covered baskets. In some areas it is actually impossible to make light or noise due to age-old enchantments. The covenfolk and magi communicate through a unique form of sign-language in which the speakers press their fingers into the hands of those to whom they are talking. The Hedyosmos Lore Ability is essential to avoid getting lost in the dark.&lt;br /&gt;
&lt;br /&gt;
Hedyosmos is a vocal proponent of the Theban polity. Its members often advise on the judicial and legislative boards &#039;&#039;&#039;&#039;&#039;(see Chapter 4)&#039;&#039;&#039;&#039;&#039;, and their votes at Tribunal are invariably biased towards the solution that does the least harm. It is well known that those in need of a skilled debater for a decree at Tribunal can often secure the services of a magus of Hedyosmos, at the cost of neutralization of one of its member’s shards. However, the magi here have been known to turn down requests that they feel are detrimental to the polity. Likewise, their magical assistance is also easily obtainable; Aiakia (see later) knows a number of ritual spells including &#039;&#039;Conjuring the Mystic Tower&#039;&#039;, and is willing to cast them on behalf of others for simply the cost of the ritual in vis and the neutralization of a shard (one of hers, or those of her sodales).&lt;br /&gt;
&lt;br /&gt;
=== Magi ===&lt;br /&gt;
Hedyosmos has eight magi: four from House Guernicus; three from House Tytalus; and Celaenea of House Bonisagus. All eight magi are members of the &#039;&#039;threskeia geine&#039;&#039;. Porphyrion of Tytalus was a member of Hedyosmos until 10 years ago when he left for Rome. After a brief stay there, where it is rumored he found the infamous Jar of Pandora &#039;&#039;&#039;&#039;&#039;(see Realms of Power: Magic, page 107)&#039;&#039;&#039;&#039;&#039;, he moved on to the Normandy Tribunal. It is suspected that he will make a play for primus of Tytalus if he sees an opportunity to best both of the current primi &#039;&#039;&#039;&#039;&#039;(see The Lion and the Lily, page 132)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Ausculator of House Guernicus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 162 (Apparent Age: 88)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Patient +6, Discreet +3, Stubborn +2&lt;br /&gt;
Ausculator “The Listener” is the leader of Hedyosmos, and has held that position since his mater vacated the role five decades ago. Despite his extreme age, his body is still healthy thanks to a remarkable Longevity Ritual. Ausculator has a strong, statuesque profile, snow-white hair, and white eyes with no iris or pupil — he is completely blind, and often paints eyes on his eyelids as is commonly done to marble statues. His skin is cool to the touch, and he prefers to wear a simple tunic with an embroidered hem. Ausculator uses the minimum of bodily gestures and movements, and can freeze into total stillness; those unfamiliar with him could easily mistake him for a statue. He can remain standing in the same position for many hours, even days. The fact he has been doing this more frequently lately suggests to some that Twilight is consuming his life. His familiar is an imago, a spirit of sound &#039;&#039;&#039;&#039;&#039;(see Realms of Power: Magic, page 105)&#039;&#039;&#039;&#039;&#039;, summoned through the Mystery of the Spirit Familiar.&lt;br /&gt;
&lt;br /&gt;
Ausculator is widely recognized as the Tribunal’s foremost expert in the Art of Terram, and is the leader of the Terrae Cult in the Theban Tribunal. His fame as an author is wide-reaching, and authentic copies of his work (signified by the glitter of mica dust impregnated in the parchment) fetch high prices for their exceptional quality. Ausculator’s mater has vanished from the Tribunal, and Ausculator says that she will not return. But whether she has died or entered Final Twilight he is not saying. The most common opinion is that she entered the labyrinthine lower passages of the covenant and did not return.&lt;br /&gt;
&lt;br /&gt;
==== Aiakia of House Guernicus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 61 (Apparent Age: 53)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Loyal +2, Touchy +2, Friendly –2&lt;br /&gt;
Aiakia is the youngest filia of Ausculator, and she is being groomed to take over from her pater when he is finally claimed by Twilight. She is not the most powerful of the cult’s members, but has the greatest knowledge of its rituals and therefore is best suited to the role. Aiakia’s specialty is caverns and underground passages. She has extensively explored many cave complexes throughout the Tribunal and beyond, and brought back secrets from them that she only partially comprehends. Her other interest is earth elementals, over which she exerts remarkable control.&lt;br /&gt;
&lt;br /&gt;
==== Tisiphon of House Tytalus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 70 (Apparent Age: 51)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Vengeful +3, Champion of Other’s Woe +2, Dependable –1&lt;br /&gt;
A member of the Tytalan Mystery Cult of the Titanoi &#039;&#039;&#039;&#039;&#039;(see Houses of Hermes: Societates, page 94)&#039;&#039;&#039;&#039;&#039;, Tisiphon is a Quaesitor with a misguided sense of honor. He takes special interest in Hermetic cases where a magus has appeared to escape the Order’s just punishment. He attempts to put right such injustices through vehement oration at Tribunal; by obsessively reviewing the law through multiple petitions to the Legislative Board; and, if all else fails, by declaring Wizard’s War on the perpetrator. Tisiphon’s spirit familiar is an Aspect of the Erinyes, the tripartite Daimons of revenge. He has little time to devote to the Terrae Cult due to his membership of the Titanoi, and is a member in name only.&lt;br /&gt;
&lt;br /&gt;
==== Celaenea of House Bonisagus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 48 (Apparent Age: 44)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3, Idealistic +1, Calm –2&lt;br /&gt;
Celaenea is a Seeker in the direct line of Lucian Triamonae, the magus who founded the Seeker movement, and believes that this should earn her the respect of her fellows (it doesn’t). She is obsessed with the legends of Hermes, and has set up a covert laboratory on Mount Cyllene, where the god was purported to have been born. She believes that by divining the character of Hermes she can uncover the roots of magic itself &#039;&#039;&#039;&#039;&#039;(see Chapter 10: Faerie Landscape, The Problem of Hermes insert for discussion of this)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
The covenfolk are forced to operate in total darkness for most of the time, and have developed different ways to cope. Most are fluent in the covenant’s sign language. Valued servants are given enchantments that allow them to overcome their blindness. All the covenant’s grogs, regardless of whether they possess one of these enchantments, are trained to combat opponents who they cannot see, and are sometimes loaned to the Tribunal’s polemarch &#039;&#039;&#039;&#039;&#039;(see Chapter 4)&#039;&#039;&#039;&#039;&#039; for Wizard’s Marches conducted against opponents prone to using invisibility.&lt;br /&gt;
&lt;br /&gt;
Characters born at the covenant often possess the Dowsing Virtue in response to its strongly aligned aura.&lt;br /&gt;
&lt;br /&gt;
==== Vrakos ====&lt;br /&gt;
Vrakos is the covenant’s cook, who is wholly beneath the notice of the magi. This is probably why he has been targeted by Askalaphos, a faerie in service to Hades. It was Askalaphos who revealed that Persephone had eaten pomegranate seeds while in the Underworld, thus dooming her to spend some of the year at her abductor’s side. Demeter cursed the tattletale Askalaphos to be forced into the shape of a screech owl, and he remains that way to this day. Vrakos was befriended by the talking owl when abroad from the covenant, and was gradually won over to his cause. The cook has become a priest of Hades by conducting secret rites in the depths of the covenant, and has began to subtly recruit from among the serving folk. Presently, he asks little more than votive offerings of milk, honey, and blood from a black ram, but plans to create a hidden cult to the Underworld god.&lt;br /&gt;
&lt;br /&gt;
=== Story Seeds ===&lt;br /&gt;
==== The Estate of Hades ====&lt;br /&gt;
Askalaphos has plans for Vrakos and his nascent cult. The faerie intends to reclaim the covenant as a temple to Hades and rid it of the enemies of his lord — the magi. This plan will develop over many years, as presently Vrakos is the only devout follower of the god, and further recruitment is a tricky business in a covenant populated by inquisitive Guernici and scheming Tytali. The biggest impediment to the scheme is the covenant’s Aegis of the Hearth, and Askalaphos is considering ways in which he could be invited into the covenant and take part in the ritual.&lt;br /&gt;
&lt;br /&gt;
== Oikos tou Eleous: The Ladies of Thessaloniki ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Anna Psellus of House Jerbiton ====&lt;br /&gt;
==== Theocharista of House Jerbiton ====&lt;br /&gt;
==== Nereida Ex Miscellanea ====&lt;br /&gt;
==== Nonna Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Houses_of_Hermes:_True_Lineages_Chapter_Four:_House_Tremere&amp;diff=20041</id>
		<title>Houses of Hermes: True Lineages Chapter Four: House Tremere</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Houses_of_Hermes:_True_Lineages_Chapter_Four:_House_Tremere&amp;diff=20041"/>
		<updated>2024-11-25T22:05:46Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Created page with &amp;quot;=== Key Facts === === Famous Figures === == Symbols == == History == === Before the Order === House Tremere’s ancestors were a tradition of diviners who summoned the ghosts of the recently dead and forced secrets from them. Initially servants of Aita, later Pluto, they became priests of Mercury Psychopompos — the Conductor of Souls — when the Cult of Mercury swallowed their tradition during the reign of Augustus. They did not have temples, and met in secret, in the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Key Facts ===&lt;br /&gt;
=== Famous Figures ===&lt;br /&gt;
== Symbols ==&lt;br /&gt;
== History ==&lt;br /&gt;
=== Before the Order ===&lt;br /&gt;
House Tremere’s ancestors were a tradition of diviners who summoned the ghosts of the recently dead and forced secrets from them. Initially servants of Aita, later Pluto, they became priests of Mercury Psychopompos — the Conductor of Souls — when the Cult of Mercury swallowed their tradition during the reign of Augustus. They did not have temples, and met in secret, in the places of the dead.&lt;br /&gt;
&lt;br /&gt;
When the catacombs under Rome became the meeting sites of the furtive Christian churches, Tremere’s ancestors sensed the welling of the Dominion. They could not agree on a response, and their sect shattered into acrimonious shards. After centuries of surreptitious warfare, the cult consolidated into several rival groups. Trianoma met Guorna the Fetid, the ruler of the remnant group in Naples, in 757.&lt;br /&gt;
&lt;br /&gt;
Guorna’s tradition had secularized since its desertion by Pluto, then by Hermes. They retained their power over ghosts and dreams, but became increasingly competent in the animation of the dead. Guorna was perhaps the finest necromancer of her age, but the primitive rituals that extended her lifespan had made her pus-filled and cadaverous. She designed a ritual that would move her spirit to a younger body, but her apprentices, Tytalus and Tremere, fled before she had the chance to use it.&lt;br /&gt;
&lt;br /&gt;
While Guorna studied with Bonisagus, Tytalus and Tremere brutally slaughtered her followers, looting their subterranean stronghold. Where and how Guorna died is unrecorded, but few doubt her vengeful apprentices were responsible. They studied with Bonisagus, and were more forthcoming than their ancestor.&lt;br /&gt;
&lt;br /&gt;
When the Order formed, many assumed that Tremere would join House Tytalus. Tremere, however, bought powerful allies to the Tribunal — another necromantic remnant group from Dacia. Tytalus was unwilling to battle Tremere and his followers.&lt;br /&gt;
&lt;br /&gt;
=== The Final Founder ===&lt;br /&gt;
Tremere was the youngest Founder and, although he would never admit it to anyone but himself, the weakest. During the Order’s formation, Tremere sought ways to avoid becoming Tytalus’s servant. He found allies among the other Founders, and then outside the Order.&lt;br /&gt;
&lt;br /&gt;
There are several, contradictory, epiphany stories explaining Tremere’s decision to create a personal army. The historical moment has been lost but its effect, that Tremere with his supporters could dissuade Tytalus or Flambeau from aggression, is the kernel from which the House grew. Soon after the foundation of the Order, Tremere retired to the Transylvanian Alps to build a defensible base, now the covenant called Coeris. He then began extending his influence through force: attacking magicians in the Byzantine Empire and sacking their sites of power.&lt;br /&gt;
&lt;br /&gt;
Tremere’s empire building was unsuccessful. A group of magi in the Empire pledged to support each other, accepted Jerbiton’s nominal suzerainty, and retook much of the territory Tremere had gained. Forced into a settlement with the Theban League, Tremere sought other ways of achieving power.&lt;br /&gt;
&lt;br /&gt;
Tremere attempted to subvert the Order’s legal tradition. He aided Bonisagus in the creation of certamen, and then propagated it with the assistance of Trianoma and Jerbiton. He became a master duelist, able, in this limited sphere, to face Flambeau or Tytalus without the need of supporters. In 817 Tremere was able to have the Grand Tribunal accept certamen as “decisive in all disputes”, which gave Tremere advantages in pivotal matters.&lt;br /&gt;
&lt;br /&gt;
In a strategy stretching over decades, Tremere took control of vast sections of the Order. He manufactured disputes, and then settled them with certamen. Some magi respected him as the final Founder. Others were convinced that they needed a strong leader, by Tremere’s fear mongering. His House bound others through economic convenience and political aid. In the final stages of his plan, Tremere used naked force to subdue key enemies, and cowed others with threats. Tremere intended to have himself declared overlord of the Order at a special Grand Tribunal in 850.&lt;br /&gt;
&lt;br /&gt;
A group of magi ruined his plans in 848. They broke the minds of Tremere’s lieutenants, leaving him vulnerable to the many mages he had browbeaten into submission. The Primus of Guernicus arranged a truce between Tremere and his enemies. In exchange for his promise to cease his attempt to dominate the Order, Tremere’s lieutenants were restored. To ensure Tremere kept his promise, the Primus of Guernicus removed his memory of who was responsible or where he had met them. Tremere agreed to have his memories monitored, to ensure he would find no way to recollect his foes.&lt;br /&gt;
&lt;br /&gt;
==== The House View of Tremere in 1220 ====&lt;br /&gt;
Members of House Tremere do not venerate the Founder. They respect Tremere, but they are distant enough from him that they can analyze the flaws in his strategies. Many see him as a tragic figure, who reached for more than he could grasp. Although he was rightly doomed for his hubris, they have a sly affection for a person so willing to dare so much. This view is popular outside his House, also.&lt;br /&gt;
&lt;br /&gt;
Many magi assume that were House Tremere ever to discover who ruined their plan for dominating the Order, it would rouse them to war. This isn’t accurate, although individual Tremere magi would trouble the descendants of the Sunderers. The spell involved was probably a Perdo Mentem ritual that worked inside Coeris. Many Tremere magi assume that it was a particularly devious blow by Albanus, Tremere’s successor. If it was not he, then the House wishes to be sure that it could prevent the same happening again.&lt;br /&gt;
&lt;br /&gt;
=== The House After Tremere ===&lt;br /&gt;
In the eyes of many other magi, House Tremere regained its honor on the battlefield.&lt;br /&gt;
&lt;br /&gt;
After a century, the leaders that had faced the Founder had passed away, and although their descendants distrusted Tremere magi, they did not hate them with the same virulence. Tremere magi aided the Quaesitores against demonically corrupted Tytalus magi; then, barely forty years later, were massacred in the Schism War. Compared to demon worship and human sacrifice, megalomania was a bland vice, easily forgiven by allies.&lt;br /&gt;
&lt;br /&gt;
It is popular, in parts of the Order, to suggest that perhaps House Diedne did not deserve extermination. Perhaps, some say, the druids were not the evil figures depicted in stories of the time, which the Tremere magi may have spread anyway. The Schism War, they point out, allowed House Tremere to hold its head high again, so perhaps it was responsible for the general breakdown of Hermetic culture that preceded its intervention. Tremere magi do not believe this to be true.&lt;br /&gt;
&lt;br /&gt;
It may be that they believe their own lies, but members of the House fervently believe that the magi of Diedne deserved death. They accept that hatred of non-Latin magi ran deep in their House, but they do not question that Diedne magi practiced abhorrent rituals and were abetting the widespread turmoil that threatened the Order. They do not claim that they behaved impeccably during the campaign, but over half of House Tremere’s magi died during the Schism War. Those failing to show proper respect for the members of the House that died to protect the Order are enemies of the House.&lt;br /&gt;
&lt;br /&gt;
At the end of the Schism, mundane warfare threatened the House’s interests. In 1014 a Byzantine army invaded Bulgaria, defeating the Bulgarian army. The Byzantine leader blinded his 14,000 captives, save one whom he blinded only in a single eye so that he could lead his fellows back to the capital. Samuel, the King of the Bulgars, died of shock at the sight of the fumbling mass of men, and the kingdom was subdued entirely within four years. Members of House Tremere could never prove that covenants from the Theban Tribunal precipitated this invasion, but the coincidence of timing was exquisitely unfortunate for the House. Tremere magi offered sight back to many of these men, in exchange for lifelong service to the House.&lt;br /&gt;
&lt;br /&gt;
For around 60 years after the Schism, House Tremere became introspective again. Its leaders continued to interact politically with other magi, but its resources were spent in a reconstruction effort that was, with hindsight, excessive. The leaders of House Tremere knew that the Schism had devastated and impoverished the House, and could not be certain a further challenge did not await them. Many of the House’s military magic items date from this time, built to replace items exhausted or destroyed in the Schism War. By 1071, House Tremere’s leaders felt that their preparations against the absent leaders of House Diedne and easily corrupted Byzantines had become embarrassingly fulsome. Large numbers of Tremere magi begin to join multi-House covenants in the 1070s, in part to make the House appear less threatening to other magi.&lt;br /&gt;
&lt;br /&gt;
==== Why Did They Care? ====&lt;br /&gt;
When rumors began to circulate that the members of House Diedne were practicing human sacrifice, most magi were unconvinced or disgusted, but only House Tremere felt driven to annihilate the druids. The Tremere say that this was a simple matter of principle, and many magi accept that explanation, but there was a deeper reason for their loathing of the Diedne wicker men. House Tremere’s ancestors worshipped Aita, then Pluto, then Mercury. They served each god of the dead with devotion for centuries. Their tradition became secular because each god, in turn, abandoned them.&lt;br /&gt;
&lt;br /&gt;
Members of the House will never again love anything so much that they will die for it, except each other. On a level beneath thinking, they remember that they have been three times betrayed. Many Tremere do not trust anything that desires human worship. This colors their view of the religions of others, although there are many Tremere magi who follow the Christian religion, whose God, in an unusual inversion, let humans kill Him.&lt;br /&gt;
&lt;br /&gt;
Tremere magi know that ghosts are less than people. They are just reflections, usually tied to the world by duty or grief or love. Tremere magi understand, with absolute clarity, what happens to a person when they are murdered to please a god.&lt;br /&gt;
&lt;br /&gt;
They don’t think that gods are worth it.&lt;br /&gt;
&lt;br /&gt;
=== Mortal Affairs ===&lt;br /&gt;
The Tremere have never formally decided to foment trouble among the nobility of their Tribunal but, on a purely local basis, they have tended to prevent power aggregating. This lack of powerful nobles has helped fuel an endless cycle of invasion and civil war. During the Twelfth Century, the Byzantine Empire invaded Hungary and Bulgaria, the two principal kingdoms in the Tribunal, over twenty times. Before 1185, patchy civil war was incessant.&lt;br /&gt;
&lt;br /&gt;
In 1185 a pair of brothers, minor lords from near Tirnova, rebelled against the Empire and forced a truce that removed the area north of the Bulgarian mountains from Imperial control. The elder brother, called Asen, began raiding Thrace and Macedonia, forcing Emperor Isaac Angelus to send his forces north. The Bulgarians crushed the Byzantine army, sending shocks through the Empire’s government.&lt;br /&gt;
&lt;br /&gt;
The Bulgarian rebellion persisted under a series of kings leading to Ivan Asen II, the current Tsar of Bulgaria. Ivan II claims the title “Emperor of the Bulgars and Greeks” and is a skilled enemy of the Latins who currently occupy Constantinople. He wishes to take the capital from them, to serve as the center of his Bulgar-Greek Empire. The main factor protecting Constantinople from his armies, in the decade following 1220, is that it is the weakest of the four players in the game of empire on the Balkan Peninsula. Ivan is more worried about either Epirus or Nicea than the Latins.&lt;br /&gt;
&lt;br /&gt;
==== Amber Eyes ====&lt;br /&gt;
The Tremere returned sight to over a thousand blinded Bulgars with a single ritual, since this was the least expensive method. The new eyes the Bulgars grew were colored amber, the sigil of the maga who cast the ritual. Many of the covenfolk in Transylvania have inherited this eye color, which deepens with Warping. Children with these eyes are often named for the blind bard Thamyris, and are more likely to be homosexual than other characters.&lt;br /&gt;
&lt;br /&gt;
==== Peace Initiatives ====&lt;br /&gt;
The previous Primus of Tremere gently supported the Asen rebellion, a policy the current Prima adheres to. This support was not formal alliance. The Primus simply directed that Tremere magi should assist local disputes to non-violent resolution. The Primus believed that stable monarchies would prevent brigandage, invasion, and the diabolism that accompanies widespread suffering. In Hungary, conflicts between the king, Andrew II, and his nobles are also gradually being resolved. The servants of Tremere magi have cordial dealings with many Hungarian nobles, so a constitutional system may develop. The daughter of Andrew II married John II in 1218, partially due to Tremere influence.&lt;br /&gt;
&lt;br /&gt;
=== Coeris ===&lt;br /&gt;
Coeris, the Domus Magnus of Tremere, is a pleasant place. Tremere originally designated it as a site where damaged warriors could take the waters of forgetfulness and be healed of their psychological injuries.&lt;br /&gt;
&lt;br /&gt;
According to the House’s history, Coeris surmounts the Gate of Eurydice, the abyss through which Orpheus departed into the underworld. Some Tremere magi claim that they could visit Hades if they wished, but the use of the Gate of Eurydice causes Warping, so they choose not to. The House as a whole has little practical interest in the Gate of Eurydice, because most Tremere magi many believe it to be a regio that shows visions from the quester’s own thoughts and dreams, leading to self-absorption and detachment from reality.&lt;br /&gt;
&lt;br /&gt;
The Gate of Eurydice is the focus of the House’s funereal practices. Tremere’s coffin was carried through the Gate of Eurydice, and the ashes of his descendants are poured into it. The walls of the cavern that surround it have ten thousand niches. There is a space for the sigil of every Tremere magus, ordered by Gauntlet date. The Primus, for ceremonial reasons, sometimes removes the Founder’s.&lt;br /&gt;
&lt;br /&gt;
Coeris is the ultimate strong point for the House. It is not considered a place of final retreat: the House assumes that by the time Coeris becomes the final bastion of the Order, all hope is likely lost. Coeris is the storehouse where the magi of Tremere keep much of their vast treasury to be expended in future conflicts. It is also their mustering point of preference in times of Europe-wide conflict. That the Primus has immediate call on the House’s reserve is not lost on fractious senior Tremere.&lt;br /&gt;
&lt;br /&gt;
Large Tremere House covenants are found in the Tribunals of Transylvania, Iberia, Rome, Stonehenge, and Thebes. Small House covenants are found in five of the other Tribunals. The House covenants serve as storage depots, research facilities and fortified rallying points. Experienced magi, each usually accompanied by a young assistant, live in many of the multiple-house covenants.&lt;br /&gt;
&lt;br /&gt;
Single Tremere magi are sometimes found in covenants at the borders the House’s sphere of influence. These magi receive special attention from their superiors, since their position is exposed. They are also likely to be from Transylvania, and unaccustomed to the self-indulgent, short-sighted and tiresome ways of young magi from other traditions. Members of the House hope that these young wizards will develop into experienced magi with assistants of their own, over time.&lt;br /&gt;
&lt;br /&gt;
== The House in 1220 ==&lt;br /&gt;
=== Pragmatic Attitude ===&lt;br /&gt;
=== Military Ethos ===&lt;br /&gt;
=== Reverence for Order ===&lt;br /&gt;
=== Extent ===&lt;br /&gt;
=== Political Priorities ===&lt;br /&gt;
== Structure ==&lt;br /&gt;
=== Vexillations ===&lt;br /&gt;
== Promotion by Force ==&lt;br /&gt;
== Designing Magi of House Tremere ==&lt;br /&gt;
=== Arts and Spells ===&lt;br /&gt;
=== Virtues and Flaws ===&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
=== Magical Items Popular in the House ===&lt;br /&gt;
=== Specialist Roles ===&lt;br /&gt;
== Dueling ==&lt;br /&gt;
=== Styles of Certamen ===&lt;br /&gt;
== New Spells ==&lt;br /&gt;
== Shape and Materials Bonus Table Addition ==&lt;br /&gt;
== New Virtues ==&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20040</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20040"/>
		<updated>2024-11-25T21:31:29Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Houses of Hermes: True Lineages Conversion Progress */ Progress on chap 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
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=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
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==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
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| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
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=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
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=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 33%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Nine: Hermetic Theurgy|Chapter Chapter Nine: Hermetic Theurgy]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults|Chapter Chapter Fourteen: Mystery Cults]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix A: Immortal Magi|Chapter Appendix A: Immortal Magi]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix B: Conversion|Chapter Appendix B: Conversion]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
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&lt;br /&gt;
=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
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| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
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| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
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| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
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| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2.5%&lt;br /&gt;
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| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
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| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
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&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
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=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Houses_of_Hermes:_True_Lineages_Chapter_Two:_House_Guernicus&amp;diff=20039</id>
		<title>Houses of Hermes: True Lineages Chapter Two: House Guernicus</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Houses_of_Hermes:_True_Lineages_Chapter_Two:_House_Guernicus&amp;diff=20039"/>
		<updated>2024-11-25T21:29:40Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Key Facts ===&lt;br /&gt;
=== Famous Figures ===&lt;br /&gt;
=== Chapter Structure ===&lt;br /&gt;
== History ==&lt;br /&gt;
=== Before the Order ===&lt;br /&gt;
=== The Order Forms ===&lt;br /&gt;
=== The Quaesitores ===&lt;br /&gt;
=== The Life of Guernicus ===&lt;br /&gt;
=== Fenicil ===&lt;br /&gt;
=== Duresca Scrolls ===&lt;br /&gt;
=== Schism War ===&lt;br /&gt;
=== Traditionalists/Transitionalists ===&lt;br /&gt;
== Organization ==&lt;br /&gt;
=== Population ===&lt;br /&gt;
=== Domus Magna ===&lt;br /&gt;
=== Prima ===&lt;br /&gt;
=== The Magvillus Council ===&lt;br /&gt;
=== Assignments ===&lt;br /&gt;
== The Code of Hermes ==&lt;br /&gt;
=== Origins ===&lt;br /&gt;
=== Forfeit Immunity ===&lt;br /&gt;
=== The Hermetic Oath ===&lt;br /&gt;
=== High and Low Crimes ===&lt;br /&gt;
=== The Peripheral Code ===&lt;br /&gt;
== Tribunal Procedures ==&lt;br /&gt;
Sooner or later player character magi will need to prosecute or defend a case. The basic Hermetic legal process is given below. Although the basics are universal to the Order, there is a great deal of variation between Tribunals over the details. The powers of the Praeco and the Presiding Quaesitor were deﬁned by the rulings of the First Tribunal; thus they are held as unalterable by traditionalists.&lt;br /&gt;
&lt;br /&gt;
=== Preparing a Case ===&lt;br /&gt;
==== Determining the Principles ====&lt;br /&gt;
Each case must have a prosecution and defense principle. In cases where there is a living victim, they become the prosecution principle. If the victim has been slain the case may be brought by anyone, although a relation is preferred. If more than one magus volunteers within three months of the Tribunal, the principle is determined by order of precedence. In descending order these are: parens, ﬁlius, amicus, covenant sodales and then any other magus. Candidates at the same level of relation take precedence by seniority.&lt;br /&gt;
&lt;br /&gt;
If the case involves a crime against the Order itself, anyone may volunteer to be prosecution principle. There may be competition for this role and seniority or certamen normally decides the matter.&lt;br /&gt;
&lt;br /&gt;
Quaesitors prefer to remain impartial, but if no one volunteers to be prosecution principle for a high crime, a Quaesitor will do so. If no one volunteers to prosecute a low crime, there is no case. It should be noted that if a victim chooses not to pursue a case (high or low), that is their right.&lt;br /&gt;
&lt;br /&gt;
The accused automatically begins as the defense principle.&lt;br /&gt;
&lt;br /&gt;
==== Determining the Tribunal ====&lt;br /&gt;
A case is normally heard in the Tribunal where the actions that led to the charge took place. If the location is in a border region and the defendant is a resident on one side, the case should be brought there. If the location is in a border region and only the prosecutor is a resident of either, the case should be brought to the prosecutor’s Tribunal. In all other situations, the case should be brought to the defendant’s Tribunal.&lt;br /&gt;
&lt;br /&gt;
A magus is required to declare his name and residential Tribunal to any Hermetic magus who asks. If a magus refuses to give his name and Tribunal, a Quaesitor can be asked to investigate their identity. If a principle and witnesses need to travel to another Tribunal the principle must bear the expense. However, a principle can claim back these costs from his counterpart if they win.&lt;br /&gt;
&lt;br /&gt;
==== Publishing a case ====&lt;br /&gt;
The prosecuting principle must make reasonable effort to inform the defendant, the Presiding Quaesitor and the Praeco, what charges are to be brought, including a detailed list of the allegations. This should be done no later than three months prior to the Tribunal. Redcaps are normally contracted to deliver these notices. They also witness that they were delivered in time or that reasonable effort was made to deliver them. This is called publishing.&lt;br /&gt;
&lt;br /&gt;
Crimes that occur, or are discovered, within three months of the Tribunal can be published at the Tribunal only if the defendant attends. Such cases are heard last in order to give the defense time to prepare and ﬁnd an advocate if they wish (see below). If the Tribunal is busy these cases are often set back to the following Tribunal. Great pressure is brought to settle such cases out of court.&lt;br /&gt;
&lt;br /&gt;
If a case is properly published and the defendant fails to attend, a Guernicus advocate will act as his defense principle. Although the advocate will do his best, he is obviously at a disadvantage.&lt;br /&gt;
&lt;br /&gt;
==== Settlements ====&lt;br /&gt;
Bringing a case to Tribunal is time consuming, often costly and fraught with dangers. In many Tribunals this will be made worse by further elaborate rulings on procedure. A Tribunal’s time is precious; unless the case is very serious magi do not wish to be bothered by it. Parties should seek a private settlement if possible and may face great pressure to settle. Senior magi will often step in to initiate a negotiation. If an Archmagus or senior Quaesitor offers to facilitate a settlement, player characters would be wise to accept.&lt;br /&gt;
&lt;br /&gt;
==== Lawful Tyranny ====&lt;br /&gt;
A defendant can threaten to declare Wizard War on the prosecuting principle, demanding they drop the case. This is perfectly legal. Depending on the style of saga, this may or may not be a problem. However, there are ways of checking it.&lt;br /&gt;
&lt;br /&gt;
A prosecuting principle can always transfer a case before publishing it. The new principle should be powerful enough to ignore any threats. In addition, the principle becomes his client’s protector. If Wizard War is declared on a client, the principle will threaten the aggressor with Wizard War. If the aggressor cannot be convinced to withdraw the declaration, the client will be offered a hiding place for the war’s duration. If the client is killed despite the concealment, the principle is honor bound to kill the aggressor, however long it takes. If the original aggressor chooses to hide, declarations will be made monthly until one of the parties is dead. In cases where such threats are likely, the cost of transferring can be very high.&lt;br /&gt;
&lt;br /&gt;
If no one else will assist and a client has a strong case, a Guernicus advocate will take it. If a Guernicus advocate is threatened or needs to issue a counter declaration, a number of Hoplites normally step in unbidden to help. In many Tribunals, threatening a Guernicus advocate or his client is effective suicide and does not enter the mind of rational magi.&lt;br /&gt;
&lt;br /&gt;
==== Transferring a Case ====&lt;br /&gt;
Both the prosecution and defense principle can transfer their case to another, who is then responsible for it. Experienced advocates can make a great deal of difference to the outcome. A successful prosecution can net substantial ﬁnes, a third of which go to the prosecution principle. A victim may sweeten this pot with his own resources in order to attract the best candidates. Defense advocates normally set a ﬂat fee for their service, paid in advance.&lt;br /&gt;
&lt;br /&gt;
The most demanding task of a principle is to contact their respective witnesses and gather their testimony. This testimony needs to be checked for accuracy and consistency. If some error of recollection introduces an inconsistency, a case can be left in disarray. Both the principle and the witness are legally responsible for this testimony.&lt;br /&gt;
&lt;br /&gt;
=== Presenting the Case ===&lt;br /&gt;
=== Acquittal ===&lt;br /&gt;
=== Conviction ===&lt;br /&gt;
== Penalties ==&lt;br /&gt;
=== Dertmining Penalties ===&lt;br /&gt;
=== Wizard&#039;s March ===&lt;br /&gt;
=== Punishments ===&lt;br /&gt;
== Quaesitorial Duties and Powers ==&lt;br /&gt;
=== Quaesitor in Good Standing ===&lt;br /&gt;
=== Investigation Duties ===&lt;br /&gt;
=== Cooperation ===&lt;br /&gt;
=== Investigation Immunity ===&lt;br /&gt;
=== Compensation ===&lt;br /&gt;
=== Calling a Wizard&#039;s March ===&lt;br /&gt;
=== Consultation and Arbitration ===&lt;br /&gt;
=== Tribunal Duties ===&lt;br /&gt;
== Guernicus Magi ==&lt;br /&gt;
First and foremost, a Guernicus magus is a magus. His life is dominated by his magical interests. Being a Quaesitor or otherwise serving the Order is a part-time occupation. Apart from his preoccupation with the moral education of his pupils, Guernicus encouraged each to find their own magical path. He would make great efforts to foster their natural aptitudes, seeing them as God-given and thus precious.&lt;br /&gt;
&lt;br /&gt;
=== Apprentices ===&lt;br /&gt;
Guernicus apprentices receive strict instruction on morals and ethics throughout their study, so many Guernicus magi start with a good score in Philosophiae specialized in moral philosophy.&lt;br /&gt;
&lt;br /&gt;
Guernicus masters also set tests of investigation and deduction. Magic is not their only tool and often a basic search will reveal clues that even the most powerful ritual magic might miss. A score in Folk Ken allows the Quaesitor a chance to spot signs of guilt in other magi. Awareness (search) allows them to examine a scene and discover clues. Intrigue (plots) allows them to piece together conspiracies. The most respected Quaesitors in the Order’s history often concluded investigations without casting a single spell.&lt;br /&gt;
&lt;br /&gt;
Guernicus apprentices normally spend little time as lab assistants. Instructing an apprentice in Quaesitorial skills is seen as a collective duty, so apprentices are sent out to accompany other Quaesitors on investigations and arbitrations. As a master is already devoting a season a year to the magical instruction of the apprentice, he can reduce his commitment to time-consuming investigations if he wishes. Thus, the majority of the apprentice’s field training may be conducted by magi other than his master. By the time the apprentice takes his gauntlet, he should know, and be well known by, the other Quaesitors of the Tribunal.&lt;br /&gt;
&lt;br /&gt;
The Guernicus gauntlet consists of a written examination on the Code of Hermes and practical tests of investigation, judgment and character. These practical tests might involve a mock investigation, a Tribunal trial or both. The apprentice plays the role of a Quaesitor in pursuit of justice. Such tests often involve a secret test of moral character; the apprentice is subtly given the opportunity to cheat on a test. The apprentice’s response to this opportunity normally decides the Gauntlet. If an apprentice does cheat, he will be told he failed on an unrelated test. Thus the apprentice will believe his dishonestly was undetected. If an apprentice is dishonest three times, he will be allowed to enter House Guernicus, but not as a Quaesitor.&lt;br /&gt;
&lt;br /&gt;
=== Playing a Guernicus Magus ===&lt;br /&gt;
There is great diversity within the House and not all are suited to investigative duties. However, all are expected to do their best if asked. If a magus is a particularly unsuccessful investigator, they can forego such activities, but unless they serve the Order in some other way they will be denied Quaesitorial status.&lt;br /&gt;
&lt;br /&gt;
Guernicus magi are encouraged to engage in Tribunal politics by their House, but only to promote the peace and prosperity of the Order. A score in Intrigue allows them an opportunity to see through manipulations and perceive the broader consequences. A magus with a high Intrigue score is unlikely to be fooled into supporting policies that conflict with his long term goals.&lt;br /&gt;
&lt;br /&gt;
A Guernicus magus is meant to support policies from personal conviction, not merely as a partisan. A Guernicus magus who appears too attached to particular factions within a Tribunal may be quietly warned by more senior members, as this undermines his impartiality.&lt;br /&gt;
&lt;br /&gt;
This ability to judge the power and position of groups is important if asked to help negotiate out-of-court settlements. An arbitrator needs to find a way for both parties to leave the table with an acceptable compromise. The Intrigue skill will help find or create this middle ground, if it is possible.&lt;br /&gt;
&lt;br /&gt;
In sagas where the Quaesitores try to enforce the integrity of Hermetic trials, this ability can be used to spot corrupt voting.&lt;br /&gt;
&lt;br /&gt;
Many of the particular roles given below can be taken by member of other Houses. Non-Guernicus Quaesitors are discussed above, but others can be Hoplites, advocates or magical investigators. Pursuing justice is not an activity Guernicus magi wish to keep to themselves.&lt;br /&gt;
&lt;br /&gt;
==== The Whole of the Law ====&lt;br /&gt;
From both his statements and his policies, it is clear that Guernicus only supported the Order in so far as it allowed magi to live and study in peace. In Guernicus’s opinion, if a magus minded his own business, kept to his own property and caused no trouble to others, the Order should leave him be. This principle is strictly applied within House Guernicus. The Primus and council only ever make requests of members, never commands. The idea of the Primus or council commanding a magus is a complete anathema to the principles of the House. If a member does not wish to serve the Order as a Quaesitor, he does not have to.&lt;br /&gt;
&lt;br /&gt;
The title of Quaesitor is a privilege with the House, not a right. If a member does not serve the Hermetic peace or the will of the council, the title will be withdrawn, but no other penalty will befall him. He is free to live and study magic without distraction if he wishes. Only if a member disgraces the House by abusing Quaesitorial privilege will he be expelled.&lt;br /&gt;
&lt;br /&gt;
=== Being a Quaesitor ===&lt;br /&gt;
The power of the Quaesitores comes almost entirely from the respect other magi have for the office. The powers they have derive from Tribunal rulings and even First Tribunal rulings can be reversed if the Grand Tribunal and the Primi wish it. However, this is unlikely to happen. Guernicus was of the firm opinion that only by the continuing efforts of his line would the Order stand, and not only do magi of House Guernicus believe this, most other magi believe it as well. Guernicus and his line developed and now maintain this respect and moral authority by holding themselves to the highest standards of conduct and integrity. In a reasonably lawful saga a corrupt Quaesitor will be rare. A Quaesitor may be disliked, even hated, but few are seen as disreputable or corrupt.&lt;br /&gt;
&lt;br /&gt;
Of course individual sagas will vary wildly on this and all other respects. In a highly politicized Tribunal the Quaesitores may only keep their authority by lending support to important groups, making favorable legal interpretations and handing out lenient or harsh punishments. Of course, this would be the antithesis of Guernicus’s desire, but the fulfillment of his prophecy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A.A. 1325 (A.D. 1186), Thebes Tribunal&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Charges were brought against Fulmen of Guernicus by a consortium of magi lead by Archmagus Stregos. During the course of an investigation, Fulmen had discovered certain magical secrets of his target’s mystae. The magus was subsequently cast out for unrelated reasons. Fulmen needlessly disseminated this knowledge to his Hoplites. Archmagus Stregos claimed that these secrets where obtained through breaching the original target’s right to privacy, even though he was subsequently found guilty of a high crime. Fulmen did not contest the charge and apologized to Stregos for his lapse in judgment. The Presiding Quaesitor set the punishment as the loss of his familiar. Heartbroken and disgraced Fulmen renounced his membership in House Guernicus, saving his Primus from expelling him. Fulmen joined House Jerbiton and established a good reputation as an advocate and legal advisor.&lt;br /&gt;
&lt;br /&gt;
=== Being a Hoplite ===&lt;br /&gt;
Occasionally a Guernicus magus finds his magic and temperament more suited to martial magic than investigative work. This predisposition is well respected in the House, as it recalls the passionate spirit of Guernicus. Quaesitors may well feel themselves under threat during an investigation, and in such cases they can call on allies to add magical muscle to the inquiry. If a magus acquires a reputation for taking on this duty, he will become generally known as a Hoplite.&lt;br /&gt;
&lt;br /&gt;
A number of Guernicus magi are able at both investigation and combat. These Hoplite Quaesitors are often sent to the more lawless Tribunals, well-suited to their robust investigations.&lt;br /&gt;
&lt;br /&gt;
=== Being an Advocate ===&lt;br /&gt;
Some Guernicus magi feel that they can serve the Order best by acting as a legal advocate. These magi take cases where principles feel threatened or are otherwise unable to conduct their case. Their fees are generally affordable even for poor magi.&lt;br /&gt;
&lt;br /&gt;
They also work to resolve disputes out of court, acting for one side but able to broker agreements between otherwise extremely hostile parties. Ideally Guernicus advocates work to bring peace and security to the Order. They stand between the weak and the strong and ensure justice is done.&lt;br /&gt;
&lt;br /&gt;
=== Being a Magical Investigation Specialist ===&lt;br /&gt;
Guernicus magi with a particular aptitude are often called in to provide a brief service in support of a main investigation. These services should not disrupt their study. Most have spells that allow them travel magically and devices that enable Quaesitors to call on them as needed. In particular, a specialist is often in great demand at Tribunal for endorsing testimony.&lt;br /&gt;
&lt;br /&gt;
The most experienced specialists conduct research that pushes the boundaries of Hermetic Theory. One of the dreams of these magi is to break the Limit of Time. Rumors that the Quaesitores have a spell that can see into the past often circulate. If the researchers ever succeed, they will not advertise it.&lt;br /&gt;
&lt;br /&gt;
=== Being a Terrae-Magus ===&lt;br /&gt;
Although Guernicus never pushed his apprentices into his magical interests, a number of his pupils picked up on their master’s special knowledge of Terram. Although House Guernicus is not a mystery cult, these pupils founded a cult dedicated to preserving Guernicus’s earth magic. The cult accepts magi from any House, but the leader is always a Guernicus magus. This leader always finds his way to a seat on the inner council of Magvillus.&lt;br /&gt;
&lt;br /&gt;
These magi are extremely fierce in magical combats and often follow the Hoplite career.&lt;br /&gt;
&lt;br /&gt;
Amongst these cultists, many possess the divinatory ability of geomantia, making them investigators that even the wiliest fear. Many learn to summon and bargain with earth elementals. However, such magic is beyond the scope of this book.&lt;br /&gt;
&lt;br /&gt;
=== Guernicus Politics and Advancement ===&lt;br /&gt;
Members of the outer council are encouraged to invite other regional Quaesitors and their apprentices to accompany them to the meeting. These magi and apprentices are free to observe. There is normally a feast afterwards and this gives them the opportunity to socialize. As there are less than a hundred and fifty Quaesitors in the Order, virtually all know each other fairly well.&lt;br /&gt;
&lt;br /&gt;
Quaesitors advance in position by impressing their peers and the Tribunal at large. A series of successful investigations, arbitrations or advocacies will normally do this. Essentially Quaesitors need to gain a positive reputation, both amongst their peers and in their regional Tribunal. When they are known and respected, a position as adviser to the Presiding Quaesitor may be offered. From adviser, a term as Presiding Quaesitor is in sight. A competent Quaesitor can expect at least one term as Presiding Quaesitor during his career.&lt;br /&gt;
&lt;br /&gt;
To advance to the inner tier of the Magvillus Council, the magus must achieve something noteworthy; skillfully negotiating through a major crisis within their regional Tribunal or uncovering a significant diabolic conspiracy would qualify. Via success in these difficult and noteworthy endeavors a Guernicus magus gains the notice of the inner council. Although the position of Presiding Quaesitor makes such noteworthy activities more likely, many young Guernicus magi have impressed the council before achieving that office. A noteworthy success early in a career may set a magus’s career path for the very top.&lt;br /&gt;
&lt;br /&gt;
After gaining the notice of the inner council, the magus may be asked to lead investigations or arbitrations at cross-Tribunal or House level. This gives the magus the opportunity to extend his reputation beyond the borders of his regional Tribunal. A Quaesitor with a positive Order-wide reputation is a likely candidate should a position on the inner council, or even the post of Primus, become open.&lt;br /&gt;
&lt;br /&gt;
The highest position a non-Guernicus Quaesitor can hope for is the position of House representative on the outer council. Being a House representative normally puts the magus in direct contract with his own Primus. Occasionally a representative has become Primus of his House. In this event, they renounce their Quaesitorial status and seat on the outer Magvillus Council.&lt;br /&gt;
&lt;br /&gt;
Advancement in House Guernicus is driven by success. Under Bilera, a Quaesitor’s political views in the Transitionalist/Traditionalist debate should not be an impediment or a boon. As long as a Quaesitor follows the law as it is, lobbying for change or tradition (or return to tradition) should not affect his career. Whether reality matches this ideal depends on the attitude of the local elder Quaesitors.&lt;br /&gt;
&lt;br /&gt;
The policy of sending newly initiated magi to distant Tribunals inhibits the development of nepotism and local eccentricity, so as often as not a Guernicus magus does not reside in the Tribunal of their parens. As most Guernicus magi have changed Tribunal at least once, nearly all regard this broadening of horizons an important factor in a Quaesitor’s education. If a filius does remain within their home Tribunal, parentes are often overly critical in order to avoid any hint of nepotism. Thus, most new Quaesitors actively seek positions in foreign Tribunals. In addition, experienced Guernicus magi are often asked to move to troubled Tribunals by the Magvillus Council.&lt;br /&gt;
&lt;br /&gt;
All this tends to make Guernicus magi cosmopolitan in attitude, and although they normally respect local traditions, they tend not to be personally committed to them.&lt;br /&gt;
&lt;br /&gt;
This frequent migratory policy makes the culture within House Guernicus fairly uniform. There are local quirks, as would be expected in any group of about a dozen individuals. However, the group dynamics of local Quaesitors change relatively quickly as members move in or out.&lt;br /&gt;
&lt;br /&gt;
== Running Stories for a Quaesitor ==&lt;br /&gt;
== Allies ==&lt;br /&gt;
=== Hoplites ===&lt;br /&gt;
=== Redcaps ===&lt;br /&gt;
=== Custos ===&lt;br /&gt;
== Quaesitorial Magic ==&lt;br /&gt;
=== Acute Sense ===&lt;br /&gt;
=== Spell Traces and Sigils ===&lt;br /&gt;
=== Spells and Guidelines ===&lt;br /&gt;
== Fenicil Rituals ==&lt;br /&gt;
=== Greater Rituals ===&lt;br /&gt;
=== Lesser Rituals ===&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20038</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20038"/>
		<updated>2024-11-25T20:59:46Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* The Sundered Eagle - The Theban Tribunal Conversion Progress */ Progress on chap 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
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|+ Houses of Hermes: True Lineages&lt;br /&gt;
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| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
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=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
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| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
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=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
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=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
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=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Five:_Greece&amp;diff=20037</id>
		<title>The Sundered Eagle - The Theban Tribunal Chapter Five: Greece</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Five:_Greece&amp;diff=20037"/>
		<updated>2024-11-25T20:56:37Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Epiros ==&lt;br /&gt;
=== Arta ===&lt;br /&gt;
==== The Bridge of Arta ====&lt;br /&gt;
=== Corfu ===&lt;br /&gt;
==== The Stone Ship of Corfu ====&lt;br /&gt;
=== Durazzo ===&lt;br /&gt;
=== Lakes Ohrid and Prespa ===&lt;br /&gt;
==== Mount Pelister ====&lt;br /&gt;
=== The Pindos Mountains ===&lt;br /&gt;
==== Dodona ====&lt;br /&gt;
== Macedonia and Thessaly ==&lt;br /&gt;
=== Thessaloniki ===&lt;br /&gt;
==== Saint Demetrios ====&lt;br /&gt;
==== The Gorgona ====&lt;br /&gt;
=== Mount Athos ===&lt;br /&gt;
=== Olympos ===&lt;br /&gt;
==== The Forge of Hephaistos ====&lt;br /&gt;
=== Larissa ===&lt;br /&gt;
=== Meteora ===&lt;br /&gt;
=== Mount Pelion ===&lt;br /&gt;
==== The Cave of Chiron ====&lt;br /&gt;
== Attica and Boeotia ==&lt;br /&gt;
=== Thebes ===&lt;br /&gt;
=== Delphi ===&lt;br /&gt;
==== The Castalian Spring ====&lt;br /&gt;
==== The Palace of the Lamia ====&lt;br /&gt;
=== Athens ===&lt;br /&gt;
==== The Tumulus of Marathon ====&lt;br /&gt;
== Euboea ==&lt;br /&gt;
=== Chalkis ===&lt;br /&gt;
==== The Euripus Strait ====&lt;br /&gt;
=== The Mountains of Euboea ===&lt;br /&gt;
==== Aetos ====&lt;br /&gt;
==== The Baths of Herakles ====&lt;br /&gt;
== Morea ==&lt;br /&gt;
=== Corinth ===&lt;br /&gt;
==== The Isthmus of Corinth ====&lt;br /&gt;
==== Angistri ====&lt;br /&gt;
==== Lake Stymphalia ====&lt;br /&gt;
=== Arcadia ===&lt;br /&gt;
==== Vizie ====&lt;br /&gt;
=== Zakynthos ===&lt;br /&gt;
==== The Queen of the Nereids ====&lt;br /&gt;
== Epidauros ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
==== Epidauros&#039; Patron: Aklepios ====&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Xenias the Leper of House Tytalus ====&lt;br /&gt;
==== Galla of House Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
== Erebos ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
==== Erebos&#039; Patron: Cyra ====&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Destasia of House Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
== Gygas ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and physical Description ===&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
==== Gigas&#039; Patron: Čovek ====&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Boustaphan of House Tremere ====&lt;br /&gt;
==== Monorchis of House Tremere ====&lt;br /&gt;
==== Allectores of House Tremere ====&lt;br /&gt;
== Hedyosmos ==&lt;br /&gt;
Inhabited by House Guernicus and House Tytalus in what some call a sinister alliance, the covenant of Hedyosmos deserves its ominous reputation. By all accounts the covenant squats over a portal to the Underworld, and its members are expert wielders of magic associated with stygian forces — the earth, the dead, and malicious magic. In practice, Hedyosmos has been a strong supporter of the Hermetic polity throughout its existence. While some question their motives, no-one could question their loyalty.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Hedyosmos is one of the oldest covenants in the Tribunal. Wizards dwelled on the site for at least a century before the Order was founded, and possibly longer. In antiquity, the site was the site of a temple of Hades, the god of the Underworld. Indeed, it was one of the few cultic centers of this god, since the Eleans were the only men who were known to worship Hades.&lt;br /&gt;
&lt;br /&gt;
Three members of the original Theban League hailed from Hedyosmos, and Guernicus himself taught the youngest of them Hermetic magic. Already allied to the veneration of chthonic spirits, its membership welcomed Guernicus’ restored Terrae Cult (see &#039;&#039;&#039;&#039;&#039;Houses of Hermes: True Lineages, pages 36 &amp;amp; 68&#039;&#039;&#039;&#039;&#039;, and the insert), and the covenant became one of its most important seats.&lt;br /&gt;
&lt;br /&gt;
It is commonly believed that magi of Hedyosmos were pivotal in the Sundering of Tremere in 848 (see Houses of Hermes: True Lineages, page 113). It is certain that the alliance of Guernici and Tytalan theurgists that constituted the covenant were both motivated and appropriately skilled to conduct a campaign that destroyed Tremere’s plans to dominate the Order. Although officially House Tremere has no interest in the details of the Sundering, individual members of the house would be very interested to read Hedyosmos’ records for that period. But Tremere magi are not welcome at Hedyosmos.&lt;br /&gt;
&lt;br /&gt;
The covenant weathered the Corruption of House Tytalus and the Schism War with equal nonchalance, and has remained unperturbed through mundane conflicts and Hermetic turmoil alike.&lt;br /&gt;
&lt;br /&gt;
==== The Cult of the Earth ====&lt;br /&gt;
The Founder Guernicus was the last member of a cult dedicated to the mysteries of the earth. In the Founder’s last years, he reconstituted the cult among some of his apprentices, and revealed to them some of its secrets. Over time, the cult has adopted members from other houses, although it is always headed by a member of House Guernicus. In Greece, the threskeia geine (“cult of the earth,” called the cultus terrae or Terrae Cult elsewhere) has suborned the traditional functions of Hades, the principle Underworld god, without offering him any veneration. In fact, as the epicenter of Kampe’s Lovers (a faction seeking to undermine the gods), it specifically seeks to weaken the power of Hades over the prison of the titans, and restore them to prominence, starting a golden age of magic. This goal is described in detail in &#039;&#039;&#039;&#039;&#039;Chapter 9&#039;&#039;&#039;&#039;&#039;, although it should be noted that these are not the goals of the Terrae Cult as a whole, just those in the Theban Tribunal.&lt;br /&gt;
&lt;br /&gt;
The threskeia geine of Hedyosmos has Initiation Scripts for the following Virtues: Divination and Augury using the Geomancy Method (&#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 7&#039;&#039;&#039;&#039;&#039;), Summoning (&#039;&#039;&#039;&#039;&#039;see below&#039;&#039;&#039;&#039;&#039;), Dowsing, Puissant Terram, Silent Magic, and Spirit Familiar (principally earth spirits; &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, page 66&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Ordeal Flaws typically bestowed by these Scripts include: Restriction: feet much be touching bare earth; Afflicted Tongue (through mutilation), Deficient Auram, No Sense of Direction.&lt;br /&gt;
&lt;br /&gt;
The Terrae Cult teaches a variant of the Summoning Virtue described in Realms of Power: The Infernal &#039;&#039;&#039;&#039;&#039;(pages 114–115)&#039;&#039;&#039;&#039;&#039;. Rather than summoning any non-corporeal entity, it can instead summon any creature with a Magic Might that is aligned to the Form of Terram, including certain spirits, but also some magical animals and elementals (see &#039;&#039;&#039;&#039;&#039;Realms of Power: Magic, page 135&#039;&#039;&#039;&#039;&#039;). When summoning elementals, the character must use the scouring mechanic to create the elemental de novo. This version of the Summoning Virtue is not tainted by the Infernal.&lt;br /&gt;
&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
The slopes of Mount Minthe in Elis bear the ruins of a &#039;&#039;nekyomanteion&#039;&#039; (a shrine to the dead), beneath which is the covenant of Hedyosmos. The covenant is entirely underground, in a series of labyrinthine caves connected by twisting passages. Each cavern has several entrances, and it is easy to get lost in the lightless depths. Each magus has a cavern (or several caves) set aside as a sanctum; such caves are always blocked with a door. To the touch of anyone with Magic Resistance, a sanctum mark is briefly revealed in a silver glow to prevent accidental violation of sanctum law.&lt;br /&gt;
&lt;br /&gt;
Beneath the occupied levels of the covenant is a labyrinth of passages and caverns. The Magic aura of this labyrinth is aligned with Terram (see &#039;&#039;&#039;&#039;&#039;Realms of Power: Magic, page 16&#039;&#039;&#039;&#039;&#039;), and as one progresses further into the maze of passages, the strength of the aura increases. It is widely believed that an entrance into the Magic Realm can be found within the labyrinth, specifically one that leads to the Underworld prison of the titans. The covenant strongly discourages people from entering the labyrinth, although it utilizes several chambers for its cultic practices.&lt;br /&gt;
&lt;br /&gt;
Several of the covenfolk have the Dowsing Virtue. Through its use the covenant has located several seams of gold, silver, and gemstones, leaving them fabulously wealthy. All these mines are operated through intermediates to avoid accusations of meddling with mundanes.&lt;br /&gt;
&lt;br /&gt;
==== Hedyosmos&#039; Patron: Minthe ====&lt;br /&gt;
According to legend, Minthe was the lover of Hades. When the Underworld god abducted and ravished Persephone, Minthe boasted that Hades would return to her and banish Pesephone from his halls. This angered Persephone’s mother, Demeter, who trampled Minthe to dust underfoot. From this dust grew the mint plant, and the mint became Hades’ sacred herb.&lt;br /&gt;
&lt;br /&gt;
Minthe, who is a magical Daimon, guards one of the entrances to the Underworld, which is believed to be a way to gain entrance to the Magic Realm. For many centuries the inhabitants of Hedyosmos have venerated Minthe rather than Hades. Since she is set over a gate into Tartaros — where the titans are imprisoned — she is vital in the plans of Hedyosmos to restore the dominance of the Magic Realm over the lands of the Tribunal.&lt;br /&gt;
&lt;br /&gt;
==== Rumors ====&lt;br /&gt;
The sinister reputation of this covenant has contributed to a great deal of rumor and speculation regarding its history and practices. Many of these rumors are propagated by followers of Tremere who have especial reason to suspect the covenant.&lt;br /&gt;
* During the Sundering, Tremere’s senior lieutenants were imprisoned and interrogated at Hedyosmos, and the knowledge gained was used to produce the mighty rituals which broke the house. Some of their ghosts are captives to this day;&lt;br /&gt;
* Tremere magi deliver their dead through the Gate of Eurydice at Coeris. Some claim that these remains, or their spirits, emerge in the labyrinth beneath Hedyosmos;&lt;br /&gt;
* Hedyosmos’ wealth derives from the alchemical transformation of human bones into gold.&lt;br /&gt;
&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
No light or speech is permitted in the common areas of the covenant. Magi and companions may light the caves assigned to them however they wish and can speak freely in them, provided that no light or noise seeps into the corridors or shared chambers. Even the kitchens have no source of light; all food is prepared outside or bought from the nearby village, and warmed using hot rocks in covered baskets. In some areas it is actually impossible to make light or noise due to age-old enchantments. The covenfolk and magi communicate through a unique form of sign-language in which the speakers press their fingers into the hands of those to whom they are talking. The Hedyosmos Lore Ability is essential to avoid getting lost in the dark.&lt;br /&gt;
&lt;br /&gt;
Hedyosmos is a vocal proponent of the Theban polity. Its members often advise on the judicial and legislative boards &#039;&#039;&#039;&#039;&#039;(see Chapter 4)&#039;&#039;&#039;&#039;&#039;, and their votes at Tribunal are invariably biased towards the solution that does the least harm. It is well known that those in need of a skilled debater for a decree at Tribunal can often secure the services of a magus of Hedyosmos, at the cost of neutralization of one of its member’s shards. However, the magi here have been known to turn down requests that they feel are detrimental to the polity. Likewise, their magical assistance is also easily obtainable; Aiakia (see later) knows a number of ritual spells including &#039;&#039;Conjuring the Mystic Tower&#039;&#039;, and is willing to cast them on behalf of others for simply the cost of the ritual in vis and the neutralization of a shard (one of hers, or those of her sodales).&lt;br /&gt;
&lt;br /&gt;
=== Magi ===&lt;br /&gt;
Hedyosmos has eight magi: four from House Guernicus; three from House Tytalus; and Celaenea of House Bonisagus. All eight magi are members of the &#039;&#039;threskeia geine&#039;&#039;. Porphyrion of Tytalus was a member of Hedyosmos until 10 years ago when he left for Rome. After a brief stay there, where it is rumored he found the infamous Jar of Pandora &#039;&#039;&#039;&#039;&#039;(see Realms of Power: Magic, page 107)&#039;&#039;&#039;&#039;&#039;, he moved on to the Normandy Tribunal. It is suspected that he will make a play for primus of Tytalus if he sees an opportunity to best both of the current primi &#039;&#039;&#039;&#039;&#039;(see The Lion and the Lily, page 132)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Ausculator of House Guernicus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 162 (Apparent Age: 88)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Patient +6, Discreet +3, Stubborn +2&lt;br /&gt;
Ausculator “The Listener” is the leader of Hedyosmos, and has held that position since his mater vacated the role five decades ago. Despite his extreme age, his body is still healthy thanks to a remarkable Longevity Ritual. Ausculator has a strong, statuesque profile, snow-white hair, and white eyes with no iris or pupil — he is completely blind, and often paints eyes on his eyelids as is commonly done to marble statues. His skin is cool to the touch, and he prefers to wear a simple tunic with an embroidered hem. Ausculator uses the minimum of bodily gestures and movements, and can freeze into total stillness; those unfamiliar with him could easily mistake him for a statue. He can remain standing in the same position for many hours, even days. The fact he has been doing this more frequently lately suggests to some that Twilight is consuming his life. His familiar is an imago, a spirit of sound &#039;&#039;&#039;&#039;&#039;(see Realms of Power: Magic, page 105)&#039;&#039;&#039;&#039;&#039;, summoned through the Mystery of the Spirit Familiar.&lt;br /&gt;
&lt;br /&gt;
Ausculator is widely recognized as the Tribunal’s foremost expert in the Art of Terram, and is the leader of the Terrae Cult in the Theban Tribunal. His fame as an author is wide-reaching, and authentic copies of his work (signified by the glitter of mica dust impregnated in the parchment) fetch high prices for their exceptional quality. Ausculator’s mater has vanished from the Tribunal, and Ausculator says that she will not return. But whether she has died or entered Final Twilight he is not saying. The most common opinion is that she entered the labyrinthine lower passages of the covenant and did not return.&lt;br /&gt;
&lt;br /&gt;
==== Aiakia of House Guernicus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 61 (Apparent Age: 53)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Loyal +2, Touchy +2, Friendly –2&lt;br /&gt;
Aiakia is the youngest filia of Ausculator, and she is being groomed to take over from her pater when he is finally claimed by Twilight. She is not the most powerful of the cult’s members, but has the greatest knowledge of its rituals and therefore is best suited to the role. Aiakia’s specialty is caverns and underground passages. She has extensively explored many cave complexes throughout the Tribunal and beyond, and brought back secrets from them that she only partially comprehends. Her other interest is earth elementals, over which she exerts remarkable control.&lt;br /&gt;
&lt;br /&gt;
==== Tisiphon of House Tytalus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 70 (Apparent Age: 51)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Vengeful +3, Champion of Other’s Woe +2, Dependable –1&lt;br /&gt;
A member of the Tytalan Mystery Cult of the Titanoi &#039;&#039;&#039;&#039;&#039;(see Houses of Hermes: Societates, page 94)&#039;&#039;&#039;&#039;&#039;, Tisiphon is a Quaesitor with a misguided sense of honor. He takes special interest in Hermetic cases where a magus has appeared to escape the Order’s just punishment. He attempts to put right such injustices through vehement oration at Tribunal; by obsessively reviewing the law through multiple petitions to the Legislative Board; and, if all else fails, by declaring Wizard’s War on the perpetrator. Tisiphon’s spirit familiar is an Aspect of the Erinyes, the tripartite Daimons of revenge. He has little time to devote to the Terrae Cult due to his membership of the Titanoi, and is a member in name only.&lt;br /&gt;
&lt;br /&gt;
==== Celaenea of House Bonisagus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 48 (Apparent Age: 44)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3, Idealistic +1, Calm –2&lt;br /&gt;
Celaenea is a Seeker in the direct line of Lucian Triamonae, the magus who founded the Seeker movement, and believes that this should earn her the respect of her fellows (it doesn’t). She is obsessed with the legends of Hermes, and has set up a covert laboratory on Mount Cyllene, where the god was purported to have been born. She believes that by divining the character of Hermes she can uncover the roots of magic itself &#039;&#039;&#039;&#039;&#039;(see Chapter 10: Faerie Landscape, The Problem of Hermes insert for discussion of this)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
The covenfolk are forced to operate in total darkness for most of the time, and have developed different ways to cope. Most are fluent in the covenant’s sign language. Valued servants are given enchantments that allow them to overcome their blindness. All the covenant’s grogs, regardless of whether they possess one of these enchantments, are trained to combat opponents who they cannot see, and are sometimes loaned to the Tribunal’s polemarch &#039;&#039;&#039;&#039;&#039;(see Chapter 4)&#039;&#039;&#039;&#039;&#039; for Wizard’s Marches conducted against opponents prone to using invisibility.&lt;br /&gt;
&lt;br /&gt;
Characters born at the covenant often possess the Dowsing Virtue in response to its strongly aligned aura.&lt;br /&gt;
&lt;br /&gt;
==== Vrakos ====&lt;br /&gt;
Vrakos is the covenant’s cook, who is wholly beneath the notice of the magi. This is probably why he has been targeted by Askalaphos, a faerie in service to Hades. It was Askalaphos who revealed that Persephone had eaten pomegranate seeds while in the Underworld, thus dooming her to spend some of the year at her abductor’s side. Demeter cursed the tattletale Askalaphos to be forced into the shape of a screech owl, and he remains that way to this day. Vrakos was befriended by the talking owl when abroad from the covenant, and was gradually won over to his cause. The cook has become a priest of Hades by conducting secret rites in the depths of the covenant, and has began to subtly recruit from among the serving folk. Presently, he asks little more than votive offerings of milk, honey, and blood from a black ram, but plans to create a hidden cult to the Underworld god.&lt;br /&gt;
&lt;br /&gt;
=== Story Seeds ===&lt;br /&gt;
==== The Estate of Hades ====&lt;br /&gt;
Askalaphos has plans for Vrakos and his nascent cult. The faerie intends to reclaim the covenant as a temple to Hades and rid it of the enemies of his lord — the magi. This plan will develop over many years, as presently Vrakos is the only devout follower of the god, and further recruitment is a tricky business in a covenant populated by inquisitive Guernici and scheming Tytali. The biggest impediment to the scheme is the covenant’s Aegis of the Hearth, and Askalaphos is considering ways in which he could be invited into the covenant and take part in the ritual.&lt;br /&gt;
&lt;br /&gt;
== Oikos tou Eleous: The Ladies of Thessaloniki ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Anna Psellus of House Jerbiton ====&lt;br /&gt;
==== Theocharista of House Jerbiton ====&lt;br /&gt;
==== Nereida Ex Miscellanea ====&lt;br /&gt;
==== Nonna Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Five:_Greece&amp;diff=20036</id>
		<title>The Sundered Eagle - The Theban Tribunal Chapter Five: Greece</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=The_Sundered_Eagle_-_The_Theban_Tribunal_Chapter_Five:_Greece&amp;diff=20036"/>
		<updated>2024-11-25T20:55:22Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Creation for reference, bold&amp;amp;italic to indicate missing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Epiros ==&lt;br /&gt;
=== Arta ===&lt;br /&gt;
==== The Bridge of Arta ====&lt;br /&gt;
=== Corfu ===&lt;br /&gt;
==== The Stone Ship of Corfu ===&lt;br /&gt;
=== Durazzo ===&lt;br /&gt;
=== Lakes Ohrid and Prespa ===&lt;br /&gt;
==== Mount Pelister ====&lt;br /&gt;
=== The Pindos Mountains ===&lt;br /&gt;
==== Dodona ====&lt;br /&gt;
== Macedonia and Thessaly ==&lt;br /&gt;
=== Thessaloniki ===&lt;br /&gt;
==== Saint Demetrios ====&lt;br /&gt;
==== The Gorgona ====&lt;br /&gt;
=== Mount Athos ===&lt;br /&gt;
=== Olympos ===&lt;br /&gt;
==== The Forge of Hephaistos ====&lt;br /&gt;
=== Larissa ===&lt;br /&gt;
=== Meteora ===&lt;br /&gt;
=== Mount Pelion ===&lt;br /&gt;
==== The Cave of Chiron ====&lt;br /&gt;
== Attica and Boeotia ==&lt;br /&gt;
=== Thebes ===&lt;br /&gt;
=== Delphi ===&lt;br /&gt;
==== The Castalian Spring ====&lt;br /&gt;
==== The Palace of the Lamia ====&lt;br /&gt;
=== Athens ===&lt;br /&gt;
==== The Tumulus of Marathon ====&lt;br /&gt;
== Euboea ==&lt;br /&gt;
=== Chalkis ==&lt;br /&gt;
==== The Euripus Strait ====&lt;br /&gt;
=== The Mountains of Euboea ===&lt;br /&gt;
==== Aetos ====&lt;br /&gt;
==== The Baths of Herakles ====&lt;br /&gt;
== Morea ==&lt;br /&gt;
=== Corinth ===&lt;br /&gt;
==== The Isthmus of Corinth ====&lt;br /&gt;
==== Angistri ====&lt;br /&gt;
==== Lake Stymphalia ====&lt;br /&gt;
=== Arcadia ===&lt;br /&gt;
==== Vizie ====&lt;br /&gt;
=== Zakynthos ===&lt;br /&gt;
==== The Queen of the Nereids ====&lt;br /&gt;
== Epidauros ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
==== Epidauros&#039; Patron: Aklepios ====&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Xenias the Leper of House Tytalus ====&lt;br /&gt;
==== Galla of House Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
== Erebos ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
==== Erebos&#039; Patron: Cyra ====&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Destasia of House Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
== Gygas ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and physical Description ===&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
==== Gigas&#039; Patron: Čovek ====&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Boustaphan of House Tremere ====&lt;br /&gt;
==== Monorchis of House Tremere ====&lt;br /&gt;
==== Allectores of House Tremere ====&lt;br /&gt;
== Hedyosmos ==&lt;br /&gt;
Inhabited by House Guernicus and House Tytalus in what some call a sinister alliance, the covenant of Hedyosmos deserves its ominous reputation. By all accounts the covenant squats over a portal to the Underworld, and its members are expert wielders of magic associated with stygian forces — the earth, the dead, and malicious magic. In practice, Hedyosmos has been a strong supporter of the Hermetic polity throughout its existence. While some question their motives, no-one could question their loyalty.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Hedyosmos is one of the oldest covenants in the Tribunal. Wizards dwelled on the site for at least a century before the Order was founded, and possibly longer. In antiquity, the site was the site of a temple of Hades, the god of the Underworld. Indeed, it was one of the few cultic centers of this god, since the Eleans were the only men who were known to worship Hades.&lt;br /&gt;
&lt;br /&gt;
Three members of the original Theban League hailed from Hedyosmos, and Guernicus himself taught the youngest of them Hermetic magic. Already allied to the veneration of chthonic spirits, its membership welcomed Guernicus’ restored Terrae Cult (see &#039;&#039;&#039;&#039;&#039;Houses of Hermes: True Lineages, pages 36 &amp;amp; 68&#039;&#039;&#039;&#039;&#039;, and the insert), and the covenant became one of its most important seats.&lt;br /&gt;
&lt;br /&gt;
It is commonly believed that magi of Hedyosmos were pivotal in the Sundering of Tremere in 848 (see Houses of Hermes: True Lineages, page 113). It is certain that the alliance of Guernici and Tytalan theurgists that constituted the covenant were both motivated and appropriately skilled to conduct a campaign that destroyed Tremere’s plans to dominate the Order. Although officially House Tremere has no interest in the details of the Sundering, individual members of the house would be very interested to read Hedyosmos’ records for that period. But Tremere magi are not welcome at Hedyosmos.&lt;br /&gt;
&lt;br /&gt;
The covenant weathered the Corruption of House Tytalus and the Schism War with equal nonchalance, and has remained unperturbed through mundane conflicts and Hermetic turmoil alike.&lt;br /&gt;
&lt;br /&gt;
==== The Cult of the Earth ====&lt;br /&gt;
The Founder Guernicus was the last member of a cult dedicated to the mysteries of the earth. In the Founder’s last years, he reconstituted the cult among some of his apprentices, and revealed to them some of its secrets. Over time, the cult has adopted members from other houses, although it is always headed by a member of House Guernicus. In Greece, the threskeia geine (“cult of the earth,” called the cultus terrae or Terrae Cult elsewhere) has suborned the traditional functions of Hades, the principle Underworld god, without offering him any veneration. In fact, as the epicenter of Kampe’s Lovers (a faction seeking to undermine the gods), it specifically seeks to weaken the power of Hades over the prison of the titans, and restore them to prominence, starting a golden age of magic. This goal is described in detail in &#039;&#039;&#039;&#039;&#039;Chapter 9&#039;&#039;&#039;&#039;&#039;, although it should be noted that these are not the goals of the Terrae Cult as a whole, just those in the Theban Tribunal.&lt;br /&gt;
&lt;br /&gt;
The threskeia geine of Hedyosmos has Initiation Scripts for the following Virtues: Divination and Augury using the Geomancy Method (&#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, Chapter 7&#039;&#039;&#039;&#039;&#039;), Summoning (&#039;&#039;&#039;&#039;&#039;see below&#039;&#039;&#039;&#039;&#039;), Dowsing, Puissant Terram, Silent Magic, and Spirit Familiar (principally earth spirits; &#039;&#039;&#039;&#039;&#039;The Mysteries Revised Edition, page 66&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Ordeal Flaws typically bestowed by these Scripts include: Restriction: feet much be touching bare earth; Afflicted Tongue (through mutilation), Deficient Auram, No Sense of Direction.&lt;br /&gt;
&lt;br /&gt;
The Terrae Cult teaches a variant of the Summoning Virtue described in Realms of Power: The Infernal &#039;&#039;&#039;&#039;&#039;(pages 114–115)&#039;&#039;&#039;&#039;&#039;. Rather than summoning any non-corporeal entity, it can instead summon any creature with a Magic Might that is aligned to the Form of Terram, including certain spirits, but also some magical animals and elementals (see &#039;&#039;&#039;&#039;&#039;Realms of Power: Magic, page 135&#039;&#039;&#039;&#039;&#039;). When summoning elementals, the character must use the scouring mechanic to create the elemental de novo. This version of the Summoning Virtue is not tainted by the Infernal.&lt;br /&gt;
&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
The slopes of Mount Minthe in Elis bear the ruins of a &#039;&#039;nekyomanteion&#039;&#039; (a shrine to the dead), beneath which is the covenant of Hedyosmos. The covenant is entirely underground, in a series of labyrinthine caves connected by twisting passages. Each cavern has several entrances, and it is easy to get lost in the lightless depths. Each magus has a cavern (or several caves) set aside as a sanctum; such caves are always blocked with a door. To the touch of anyone with Magic Resistance, a sanctum mark is briefly revealed in a silver glow to prevent accidental violation of sanctum law.&lt;br /&gt;
&lt;br /&gt;
Beneath the occupied levels of the covenant is a labyrinth of passages and caverns. The Magic aura of this labyrinth is aligned with Terram (see &#039;&#039;&#039;&#039;&#039;Realms of Power: Magic, page 16&#039;&#039;&#039;&#039;&#039;), and as one progresses further into the maze of passages, the strength of the aura increases. It is widely believed that an entrance into the Magic Realm can be found within the labyrinth, specifically one that leads to the Underworld prison of the titans. The covenant strongly discourages people from entering the labyrinth, although it utilizes several chambers for its cultic practices.&lt;br /&gt;
&lt;br /&gt;
Several of the covenfolk have the Dowsing Virtue. Through its use the covenant has located several seams of gold, silver, and gemstones, leaving them fabulously wealthy. All these mines are operated through intermediates to avoid accusations of meddling with mundanes.&lt;br /&gt;
&lt;br /&gt;
==== Hedyosmos&#039; Patron: Minthe ====&lt;br /&gt;
According to legend, Minthe was the lover of Hades. When the Underworld god abducted and ravished Persephone, Minthe boasted that Hades would return to her and banish Pesephone from his halls. This angered Persephone’s mother, Demeter, who trampled Minthe to dust underfoot. From this dust grew the mint plant, and the mint became Hades’ sacred herb.&lt;br /&gt;
&lt;br /&gt;
Minthe, who is a magical Daimon, guards one of the entrances to the Underworld, which is believed to be a way to gain entrance to the Magic Realm. For many centuries the inhabitants of Hedyosmos have venerated Minthe rather than Hades. Since she is set over a gate into Tartaros — where the titans are imprisoned — she is vital in the plans of Hedyosmos to restore the dominance of the Magic Realm over the lands of the Tribunal.&lt;br /&gt;
&lt;br /&gt;
==== Rumors ====&lt;br /&gt;
The sinister reputation of this covenant has contributed to a great deal of rumor and speculation regarding its history and practices. Many of these rumors are propagated by followers of Tremere who have especial reason to suspect the covenant.&lt;br /&gt;
* During the Sundering, Tremere’s senior lieutenants were imprisoned and interrogated at Hedyosmos, and the knowledge gained was used to produce the mighty rituals which broke the house. Some of their ghosts are captives to this day;&lt;br /&gt;
* Tremere magi deliver their dead through the Gate of Eurydice at Coeris. Some claim that these remains, or their spirits, emerge in the labyrinth beneath Hedyosmos;&lt;br /&gt;
* Hedyosmos’ wealth derives from the alchemical transformation of human bones into gold.&lt;br /&gt;
&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
No light or speech is permitted in the common areas of the covenant. Magi and companions may light the caves assigned to them however they wish and can speak freely in them, provided that no light or noise seeps into the corridors or shared chambers. Even the kitchens have no source of light; all food is prepared outside or bought from the nearby village, and warmed using hot rocks in covered baskets. In some areas it is actually impossible to make light or noise due to age-old enchantments. The covenfolk and magi communicate through a unique form of sign-language in which the speakers press their fingers into the hands of those to whom they are talking. The Hedyosmos Lore Ability is essential to avoid getting lost in the dark.&lt;br /&gt;
&lt;br /&gt;
Hedyosmos is a vocal proponent of the Theban polity. Its members often advise on the judicial and legislative boards &#039;&#039;&#039;&#039;&#039;(see Chapter 4)&#039;&#039;&#039;&#039;&#039;, and their votes at Tribunal are invariably biased towards the solution that does the least harm. It is well known that those in need of a skilled debater for a decree at Tribunal can often secure the services of a magus of Hedyosmos, at the cost of neutralization of one of its member’s shards. However, the magi here have been known to turn down requests that they feel are detrimental to the polity. Likewise, their magical assistance is also easily obtainable; Aiakia (see later) knows a number of ritual spells including &#039;&#039;Conjuring the Mystic Tower&#039;&#039;, and is willing to cast them on behalf of others for simply the cost of the ritual in vis and the neutralization of a shard (one of hers, or those of her sodales).&lt;br /&gt;
&lt;br /&gt;
=== Magi ===&lt;br /&gt;
Hedyosmos has eight magi: four from House Guernicus; three from House Tytalus; and Celaenea of House Bonisagus. All eight magi are members of the &#039;&#039;threskeia geine&#039;&#039;. Porphyrion of Tytalus was a member of Hedyosmos until 10 years ago when he left for Rome. After a brief stay there, where it is rumored he found the infamous Jar of Pandora &#039;&#039;&#039;&#039;&#039;(see Realms of Power: Magic, page 107)&#039;&#039;&#039;&#039;&#039;, he moved on to the Normandy Tribunal. It is suspected that he will make a play for primus of Tytalus if he sees an opportunity to best both of the current primi &#039;&#039;&#039;&#039;&#039;(see The Lion and the Lily, page 132)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Ausculator of House Guernicus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 162 (Apparent Age: 88)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Patient +6, Discreet +3, Stubborn +2&lt;br /&gt;
Ausculator “The Listener” is the leader of Hedyosmos, and has held that position since his mater vacated the role five decades ago. Despite his extreme age, his body is still healthy thanks to a remarkable Longevity Ritual. Ausculator has a strong, statuesque profile, snow-white hair, and white eyes with no iris or pupil — he is completely blind, and often paints eyes on his eyelids as is commonly done to marble statues. His skin is cool to the touch, and he prefers to wear a simple tunic with an embroidered hem. Ausculator uses the minimum of bodily gestures and movements, and can freeze into total stillness; those unfamiliar with him could easily mistake him for a statue. He can remain standing in the same position for many hours, even days. The fact he has been doing this more frequently lately suggests to some that Twilight is consuming his life. His familiar is an imago, a spirit of sound &#039;&#039;&#039;&#039;&#039;(see Realms of Power: Magic, page 105)&#039;&#039;&#039;&#039;&#039;, summoned through the Mystery of the Spirit Familiar.&lt;br /&gt;
&lt;br /&gt;
Ausculator is widely recognized as the Tribunal’s foremost expert in the Art of Terram, and is the leader of the Terrae Cult in the Theban Tribunal. His fame as an author is wide-reaching, and authentic copies of his work (signified by the glitter of mica dust impregnated in the parchment) fetch high prices for their exceptional quality. Ausculator’s mater has vanished from the Tribunal, and Ausculator says that she will not return. But whether she has died or entered Final Twilight he is not saying. The most common opinion is that she entered the labyrinthine lower passages of the covenant and did not return.&lt;br /&gt;
&lt;br /&gt;
==== Aiakia of House Guernicus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 61 (Apparent Age: 53)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Loyal +2, Touchy +2, Friendly –2&lt;br /&gt;
Aiakia is the youngest filia of Ausculator, and she is being groomed to take over from her pater when he is finally claimed by Twilight. She is not the most powerful of the cult’s members, but has the greatest knowledge of its rituals and therefore is best suited to the role. Aiakia’s specialty is caverns and underground passages. She has extensively explored many cave complexes throughout the Tribunal and beyond, and brought back secrets from them that she only partially comprehends. Her other interest is earth elementals, over which she exerts remarkable control.&lt;br /&gt;
&lt;br /&gt;
==== Tisiphon of House Tytalus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 70 (Apparent Age: 51)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Vengeful +3, Champion of Other’s Woe +2, Dependable –1&lt;br /&gt;
A member of the Tytalan Mystery Cult of the Titanoi &#039;&#039;&#039;&#039;&#039;(see Houses of Hermes: Societates, page 94)&#039;&#039;&#039;&#039;&#039;, Tisiphon is a Quaesitor with a misguided sense of honor. He takes special interest in Hermetic cases where a magus has appeared to escape the Order’s just punishment. He attempts to put right such injustices through vehement oration at Tribunal; by obsessively reviewing the law through multiple petitions to the Legislative Board; and, if all else fails, by declaring Wizard’s War on the perpetrator. Tisiphon’s spirit familiar is an Aspect of the Erinyes, the tripartite Daimons of revenge. He has little time to devote to the Terrae Cult due to his membership of the Titanoi, and is a member in name only.&lt;br /&gt;
&lt;br /&gt;
==== Celaenea of House Bonisagus ====&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 48 (Apparent Age: 44)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits:&#039;&#039;&#039; Proud +3, Idealistic +1, Calm –2&lt;br /&gt;
Celaenea is a Seeker in the direct line of Lucian Triamonae, the magus who founded the Seeker movement, and believes that this should earn her the respect of her fellows (it doesn’t). She is obsessed with the legends of Hermes, and has set up a covert laboratory on Mount Cyllene, where the god was purported to have been born. She believes that by divining the character of Hermes she can uncover the roots of magic itself &#039;&#039;&#039;&#039;&#039;(see Chapter 10: Faerie Landscape, The Problem of Hermes insert for discussion of this)&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Covenfolk ===&lt;br /&gt;
The covenfolk are forced to operate in total darkness for most of the time, and have developed different ways to cope. Most are fluent in the covenant’s sign language. Valued servants are given enchantments that allow them to overcome their blindness. All the covenant’s grogs, regardless of whether they possess one of these enchantments, are trained to combat opponents who they cannot see, and are sometimes loaned to the Tribunal’s polemarch &#039;&#039;&#039;&#039;&#039;(see Chapter 4)&#039;&#039;&#039;&#039;&#039; for Wizard’s Marches conducted against opponents prone to using invisibility.&lt;br /&gt;
&lt;br /&gt;
Characters born at the covenant often possess the Dowsing Virtue in response to its strongly aligned aura.&lt;br /&gt;
&lt;br /&gt;
==== Vrakos ====&lt;br /&gt;
Vrakos is the covenant’s cook, who is wholly beneath the notice of the magi. This is probably why he has been targeted by Askalaphos, a faerie in service to Hades. It was Askalaphos who revealed that Persephone had eaten pomegranate seeds while in the Underworld, thus dooming her to spend some of the year at her abductor’s side. Demeter cursed the tattletale Askalaphos to be forced into the shape of a screech owl, and he remains that way to this day. Vrakos was befriended by the talking owl when abroad from the covenant, and was gradually won over to his cause. The cook has become a priest of Hades by conducting secret rites in the depths of the covenant, and has began to subtly recruit from among the serving folk. Presently, he asks little more than votive offerings of milk, honey, and blood from a black ram, but plans to create a hidden cult to the Underworld god.&lt;br /&gt;
&lt;br /&gt;
=== Story Seeds ===&lt;br /&gt;
==== The Estate of Hades ====&lt;br /&gt;
Askalaphos has plans for Vrakos and his nascent cult. The faerie intends to reclaim the covenant as a temple to Hades and rid it of the enemies of his lord — the magi. This plan will develop over many years, as presently Vrakos is the only devout follower of the god, and further recruitment is a tricky business in a covenant populated by inquisitive Guernici and scheming Tytali. The biggest impediment to the scheme is the covenant’s Aegis of the Hearth, and Askalaphos is considering ways in which he could be invited into the covenant and take part in the ritual.&lt;br /&gt;
&lt;br /&gt;
== Oikos tou Eleous: The Ladies of Thessaloniki ==&lt;br /&gt;
=== History ===&lt;br /&gt;
=== Setting and Physical Description ===&lt;br /&gt;
=== Culture and Traditions ===&lt;br /&gt;
=== Magi ===&lt;br /&gt;
==== Anna Psellus of House Jerbiton ====&lt;br /&gt;
==== Theocharista of House Jerbiton ====&lt;br /&gt;
==== Nereida Ex Miscellanea ====&lt;br /&gt;
==== Nonna Ex Miscellanea ====&lt;br /&gt;
=== Covenfolk ===&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20035</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20035"/>
		<updated>2024-11-25T20:17:13Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Tribunals Books */ Moving Contested Isle for Alphabetical sorting and creating Sundered Eagle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4.5%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
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=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| 0%&lt;br /&gt;
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=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
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=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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==Tribunals Books==&lt;br /&gt;
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=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
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=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
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| 30%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
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=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Two: History of the Empire|Chapter Two: History of the Empire]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Three: The Order of Hermes|Chapter Three: The Order of Hermes]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Four: Culture &amp;amp; Customs|Chapter Four: Culture &amp;amp; Customs]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Five: Greece|Chapter Five: Greece]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Six: The Islands|Chapter Six: The Islands]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Seven: Constantinople|Chapter Seven: Constantinople]]&lt;br /&gt;
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==World Books==&lt;br /&gt;
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==Scenarios Books==&lt;br /&gt;
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=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Definitive_Edition,_Chapter_Two:_The_Order_of_Hermes&amp;diff=20034</id>
		<title>Ars Magica Definitive Edition, Chapter Two: The Order of Hermes</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Definitive_Edition,_Chapter_Two:_The_Order_of_Hermes&amp;diff=20034"/>
		<updated>2024-11-24T23:36:04Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* House Flambeau */ Link to Montverte&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Order of Hermes is an organization of magi that spans the whole of Mythic Europe, even reaching some distance beyond. It has about 1200 members, living in thirteen Tribunals which divide up the continent. In the magical realm, no single group can even think to challenge the Order as a whole, but the power of God is far beyond even Hermetic magi. This chapter lays out the history and current state of the Order of Hermes, to which Ars Magica characters are almost all affiliated in some way.&lt;br /&gt;
&lt;br /&gt;
== The History of the Order ==&lt;br /&gt;
The practice of magic and wizardry goes back to the very beginnings of civilization. Gifted individuals have always found ways to utilize their power, often dominating the unGifted for a time, before the envy, suspicion, and hatred engendered by tyrannical behavior and the effects of The Gift brought them down.&lt;br /&gt;
&lt;br /&gt;
Three things worked against the formation of magical societies or orders of wizards. The first was the effect of The Gift. Wizards who did meet naturally mistrusted one another, and could rarely agree to work together. Even if they agreed once, future meetings often planted the seeds of betrayal. This was compounded by the second factor: the lack of magic resistance. This almost guaranteed that the wizard who struck first would destroy his opponent, and thus encouraged pre-emptive strikes. Finally, every wizard had his own understanding of magic, and sharing this knowledge was a long and troublesome process. There was little that could be shared easily.&lt;br /&gt;
&lt;br /&gt;
One of the few even partial successes in this regard was the Roman Cult of Mercury. Its members rarely met in person, communicating by letter or messenger except when they needed to gather to perform the great rituals that gave the Cult its power. Further, the rules of the Cult specified that anyone who killed a Cult member should be hunted down and killed by the other members. This rule was enforced quite strictly, greatly reducing the incentive to pre-emptive strikes. Finally, the Cult of Mercury had access to a number of magical effects which could be learned relatively easily, even by someone who already knew many of them. This gave the wizards some motivation to share knowledge.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, suspicions grew within the Cult that some members were hoarding knowledge, ready for a major strike against the other members. Soon after the fall of the Western Roman Empire, the Cult tore itself apart in internal conflict, leaving isolated wizards scattered across Europe. Magic entered a dark age, from which it emerged with the foundation of the Order of Hermes, more than three centuries later.&lt;br /&gt;
&lt;br /&gt;
=== The Foundation of the Order ===&lt;br /&gt;
The Order of Hermes owes its existence to Bonisagus, without question the greatest magical genius yet to live. He made two great discoveries, either of which alone would have ensured his place in magical history. The first was the discovery of the Parma Magica, which defended a wizard from the magic of others and shielded him from the antipathetic effect of their Gifts. Safe behind a Parma Magica, a wizard could talk to another Gifted individual with little fear of attack and without having to constantly fight the natural tendency to lapse into envy, suspicion, and hostility.&lt;br /&gt;
&lt;br /&gt;
The true potential of the Parma Magica was first recognized by the sorceress Trianoma, who willingly studied under Bonisagus despite her own power. She realized that the Parma Magica would make a true society of magi possible, a society where wizards could meet to resolve their differences, and live and work together. Bonisagus, already working on his next project, a unified theory of magic, was happy to go along with Trianoma&#039;s grand vision.&lt;br /&gt;
&lt;br /&gt;
=== Trianoma &amp;amp; Viea ===&lt;br /&gt;
Trianoma had a twin sister, Viea. They were trained in magic together, and as they grew, Viea interpreted Trianoma’s visions. One of these visions suggested that the isolated magi of Europe would bring about a disaster, unless the sisters could defeat a particular powerful wizard. They searched for this wizard for years, and finally a dragon, said to be in the temple of the Hesperides beyond Ethiopia, told them to seek out a cave in the Alps.&lt;br /&gt;
&lt;br /&gt;
That wizard was Bonisagus. The Parma Magica protected him from their assault, and he captured them, demanding that they taught him their magic, while he taught them in return. Viea refused, but Trianoma agreed, hoping to use the opportunity to defeat Bonisagus. As they studied together, however, she came to have great respect for him. Viea became increasingly jealous, and after a particularly violent fight with her sister, she stole some valuable texts and fled. Trianoma forbade Bonisagus to seek vengeance, realizing that her vision might have meant that she would fight her sister and bring about the disaster. Instead, she proposed founding an order of magi within which such theft would be forbidden.&lt;br /&gt;
&lt;br /&gt;
Viea’s fate remains unknown.&lt;br /&gt;
&lt;br /&gt;
Trianoma traveled across Europe, seeking out the most powerful wizards. The Parma Magica made her immune to their attempts to drive her off, and her demonstrations of her offensive power left many in no doubt that she could, if she wished, eliminate any wizard without fear of consequences. Some ran and hid, hoping to avoid her nefarious plans. Others listened to her dream of a unified order, and agreed to meet with Bonisagus.&lt;br /&gt;
&lt;br /&gt;
From these discussions, Bonisagus drew a great deal of knowledge. From the traditions of the Cult of Mercury he developed Formulaic and Ritual Magic, and from the traditions of the druids, brought by Diedne, a woman cast out from that religion, he learned to create magical effects spontaneously. Verditius taught him the secrets of binding magic into items, and Merinita the arts of binding animals. From each of the eleven wizards who came to him, Bonisagus learned something, and to each he taught the Parma Magica.&lt;br /&gt;
&lt;br /&gt;
The result of these studies was Bonisagus&#039;s second great discovery, the theory of Hermetic Magic. In 767 the thirteen wizards gathered at Durenmar in the Black Forest, and swore to the Code of Hermes, creating the Order of Hermes at the first Tribunal.&lt;br /&gt;
&lt;br /&gt;
=== The Houses of Hermes ===&lt;br /&gt;
The first magi of the Order are always referred to as the Twelve Founders, for all that there were thirteen magi at the first Tribunal. Trianoma refused to put herself on an equal footing with Bonisagus, or the other magi she had brought to him, an astute political move that left her free to mediate power struggles rather than being drawn into them. Each of the Twelve Founders established a House. The current House Ex Miscellanea was founded later in the Order&#039;s history, and in the beginning House Diedne made up the complement. House Diedne were bound together by their adherence to an ancient pagan religion, which they soon came to dominate completely.&lt;br /&gt;
&lt;br /&gt;
The Order immediately entered a period of rapid growth. The founders of the True Lineages recruited apprentices, and their Houses grew organically. The founders of the Mystery Cults initiated more members, recruiting eagerly from among those other wizards who seemed congenial. House Merinita was not yet a Mystery Cult, and recruited magi with an interest in the wilderness. House Diedne sought converts to its religion. House Jerbiton extended the reach of the Order into the higher culture of the mundane world, even making overtures to Charlemagne himself. And the magi of Houses Flambeau and Tytalus criss-crossed the continent, giving all magicians they found a simple choice: Join, or Die.&lt;br /&gt;
&lt;br /&gt;
Within forty years the Order of Hermes dominated the magical landscape of Europe.&lt;br /&gt;
&lt;br /&gt;
=== Crises in the Order ===&lt;br /&gt;
That domination persists until the present day, 1220. Nevertheless, an Order that has endured for well over four hundred years has naturally faced its share of crises and problems.&lt;br /&gt;
&lt;br /&gt;
==== Damhan-Allaidh and the Ordo Miscellanea ====&lt;br /&gt;
In the early years of the ninth century Damhan-Allaidh (DAH-van ALL-ath), a powerful and evil wizard resident in the British Isles, led an organized resistance to the Order of Hermes. Rather than face Hermetic wizards in magical combat, his followers cursed and harassed their followers, set traps, and used mundane assassins to halt the progress of the Order. For a number of years these tactics were effective, and some began to think that the Order would be stopped at the English Channel.&lt;br /&gt;
&lt;br /&gt;
Tytalus the Founder entrusted Pralix, his most gifted apprentice, with the task of defeating Damhan-Allaidh. She brought as much cunning to the task as her opponent, and in a series of devious raids and spectacular magical battles she was able to defeat Damhan-Allaidh and bring many of his followers over to her side. Despite the victory, rumors persist to the present day that Damhan-Allaidh was not destroyed, and still plots revenge against the Order.&lt;br /&gt;
&lt;br /&gt;
As the Order prepared to welcome the victor home, it received a message. Pralix had established her own Order, the Ordo Miscellanea, which would serve as a competitor to the Order of Hermes, keeping it strong. Flambeau wanted to march against her immediately, but Tytalus, impressed by his filia&#039;s nerve, forced a negotiated settlement. In 817 the Ordo Miscellanea joined the Order of Hermes as a thirteenth House, House Ex Miscellanea.&lt;br /&gt;
&lt;br /&gt;
==== The Domination of House Tremere ====&lt;br /&gt;
House Tremere had been slowly building its power since the foundation of the Order, with Tremere himself keeping close control over his line. Through the careful use of certamen and the building of political alliances, the House gained effective control over several Tribunals, and was poised to take over more. When Jerbiton died, leaving Tremere as the sole remaining Founder, the House was ready to move to dominate the entire Order, turning it into a tool for their larger plans.&lt;br /&gt;
&lt;br /&gt;
At that point, a group of magi whose identities are still unknown broke the minds of Tremere&#039;s closest lieutenants. This event, known as &#039;the Sundering&#039;, also broke the power structures that the House had built, as obligations to those magi and threats posed by them ceased to be a concern. Tremere himself met with the magi responsible for the Sundering, or perhaps their representatives, and some sort of agreement was forged. While Tremere himself died soon afterwards, the House has kept to the agreement, and has never again tried to dominate the Order.&lt;br /&gt;
&lt;br /&gt;
==== The Corruption of House Tytalus ====&lt;br /&gt;
House Tytalus has always sought challenges. In the late tenth century, leaders of the House went too far, seeking to control demons and instead being corrupted by them. They were engaged in a subtle campaign to corrupt the rest of the Order as well when their corruption was uncovered by another Tytalus maga. She alerted the Quaesitores, and the Order turned with great efficiency to purging the diabolists from their midst. The Prima of House Tytalus, Tasgillia, was the most prominent victim, but the House lost many of its members, and never again recovered the relative size it had in the early years. To this day, many magi wonder whether the House has completely escaped this taint.&lt;br /&gt;
&lt;br /&gt;
==== The Schism War ====&lt;br /&gt;
Just after the turn of the millennium, the Order of Hermes began to descend into anarchy. The corruption of House Tytalus made magi more paranoid about the secret activities of other magi, even without the incitement of The Gift. Magi also became more concerned about attempts to pry into their secrets, and thus rebuffed attempts at investigation. Many disputes reached Tribunal, where the voting was deadlocked as magi refused to get drawn in. In this period, many Tribunals were inquorate, as magi were reluctant to leave the security of their own covenants.&lt;br /&gt;
&lt;br /&gt;
Magi who felt themselves threatened resorted to Wizards’ War, and even to illegal raids on other covenants. The Quaesitores, Redcaps, Bonisagi, and other magi interested in keeping the Order together were stretched too thin, and found that they could not impose order on magi who did not want it.&lt;br /&gt;
&lt;br /&gt;
The anarchy grew, and for a while it looked as though the Order of Hermes would fall to the same threat as the Cult of Mercury before it.&lt;br /&gt;
&lt;br /&gt;
Then House Tremere declared war on House Diedne. The pagans of that House had always been somewhat distant from the rest of the Order, which was, as it always had been, largely Christian. Dark rumors about their religious rites had spread in the wake of the corruption of Tytalus, and few trusted them. When the Primus of House Tremere, Cercistum, accused the Diedne of human sacrifice and called on the Order to help eliminate the diabolists, House Flambeau eagerly joined the battle. Many members of House Jerbiton, who had long been concerned that the Order harbored a pagan cult, also joined in. Members of many Houses stepped forward to join the Tremere, and no-one publicly supported the Diedne.&lt;br /&gt;
&lt;br /&gt;
Seizing the opportunity, the Bonisagi and Quaesitores called an emergency Grand Tribunal, at which the whole of House Diedne was declared Renounced, so that it was the duty of all Hermetic magi to hunt them down and slay them.&lt;br /&gt;
&lt;br /&gt;
The war that followed was bloody and destructive, and wiped the House out. Its leaders, however, were never found, and while the Order hope that their spells killed them, the fear remains that they fled to some magical regio, biding their time and waiting for revenge.&lt;br /&gt;
&lt;br /&gt;
With the destruction of the Diedne, the Schism War came to an end. The Quaesitores had been able to enforce the Code during the final stages of the War, as all members of the Order were theoretically united against a single enemy. The experience of chaos and destruction convinced most magi that they never wanted to see such a thing again, and once again Tribunals were respected, and the rule of law returned to the Order.&lt;br /&gt;
&lt;br /&gt;
Since the Schism War, the Order has existed in a state of relative peace and co-operation. However, by 1220 the last magi who can remember the War have died or passed into Final Twilight, and memories of that terrible time are fading.&lt;br /&gt;
&lt;br /&gt;
== The Houses of Hermes ==&lt;br /&gt;
The Order of Hermes is divided into twelve Houses, all but Ex Miscellanea descended in some way from one of the Twelve Founders. This section provides a brief overview of the Houses, but it is important to remember that individuals within a House can vary widely.&lt;br /&gt;
&lt;br /&gt;
The twelve Houses fall into three groups. Four (Bonisagus, Guernicus, Mercere, and Tremere) are true lineages, made up of those trained by someone trained by someone (etc) trained by the founder of the House. It is not possibly to join those Houses later. These Houses are described in the supplement [[Houses of Hermes: True Lineages]]. Four (Bjornaer, Criamon, Merinita, and Verditius) are Mystery Cults, and magi can join those Houses by being initiated into the cult. Such initiations teach the Outer Mystery of the cult, the only cult ability that is not kept largely secret. Their secret Mysteries, and much more detail of the Houses, are detailed in [[Houses of Hermes: Mystery Cults]]. The last four (Ex Miscellanea, Flambeau, Jerbiton, and Tytalus) are gatherings of magi with common interests. It is relatively easy to join these Houses after training, and magi who feel that they do not fit in to their old Houses often do. Ex Miscellanea, in particular, will take anyone with The Gift, a smattering of Latin and Magic Theory, and the ability to raise a Parma Magica — and many members will teach the last three to potential recruits. The interests and activities of these Houses are discussed in Houses of [[Hermes: Societates]].&lt;br /&gt;
&lt;br /&gt;
It is only possible to be a member of one House at a time.&lt;br /&gt;
&lt;br /&gt;
=== House Bjornaer ===&lt;br /&gt;
Magi of Bjornaer (BYORE-nayr) concern themselves primarily with beasts and the animalistic side of human nature. Because of this emphasis in their training, each Bjornaer magus can take the form of an animal, known as his &amp;quot;heartbeast.&amp;quot; Understanding the heartbeast in particular and animals in general is considered more important than Hermetic magic by many in this House. Despite this close association with shapeshifting, Bjornaer magi avoid any kind of shapeshifting other than their heartbeast, and have hostile relations with some other shapeshifters, for reasons that other magi do not fully understand.&lt;br /&gt;
&lt;br /&gt;
Due to their nature, Bjornaer magi are unable to forge the necessary links to have a familiar, and the very concept is alien to them. Some Bjornaer deride magi who take familiars, which they call &amp;quot;substitute&amp;quot; heartbeasts. On the other hand, other magi are wary of followers of Bjornaer because of their fascination with the bestial. Furthermore, House Bjornaer is less respected than it might otherwise be because its founder was from a Germanic rather than a Roman magical tradition.&lt;br /&gt;
&lt;br /&gt;
The House is divided into six clans. Clan Arelie is concerned with remembering the past, Clan Ilfetu is responsible for Initiating members of the House, Clan Maruhs seeks self-realization, Clan Midusulf leads, Clan Sirnas protects, and Clan Wilkis nurtures magi and strengthens the House. Philosophically, the House is divided between Harmonists, who want to see humans and nature live in harmony, and Wilderists, who want to drive humans back to the cities, restoring the wilderness to its dominance. The Wilderist philosophy was the original philosophy of the House, while the first Harmonist was Hérisson, a magus of the tenth century whose ideas only became popular after the Schism War.&lt;br /&gt;
&lt;br /&gt;
The Prima of the House is Falke, and its domus magna is Crintera, in the Rhine Tribunal, described in [[Guardians of the Forest Chapter Nine: The_Eastern Marches#Crintera|Guardians of the Forests]]. The former Primus, Archmagus Urgen, is the chief of Clan Midusulf, and still important in the House, sitting on its council and residing at Crintera.&lt;br /&gt;
&lt;br /&gt;
This House is a Mystery Cult, and the ability to take the form of the [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Bjornaer — The Heartbeast|heartbeast]] is the Outer Mystery.&lt;br /&gt;
&lt;br /&gt;
=== House Bonisagus ===&lt;br /&gt;
Bonisagus (BOH-nee-SAH-goos) invented the Hermetic theory of magic, and his student, the maga Trianoma, masterminded the formation of the Order. House Bonisagus is a true lineage; all of its members can trace their heritage back to Bonisagus himself.&lt;br /&gt;
&lt;br /&gt;
House Bonisagus is split into two strands, the political and the theoretical. Theoretical Bonisagus magi concentrate on pushing back the boundaries of Hermetic magic, and are the undisputed masters of Magic Theory. Political Bonisagus magi, often called &#039;magi Trianomae&#039;, concentrate on keeping the Order together, and excel at politics.&lt;br /&gt;
&lt;br /&gt;
The current Prima is Archmaga Murion, a consummate politician, who resides at [[Guardians of the Forest Chapter Six: The Black Forest#Durenmar|Durenmar]] in the Rhine Tribunal. The House typically remembers its researchers better than its politicians: figures such as Notatus, the first Primus, who created the Aegis of the Hearth, and Conciatta, who extended Hermetic magic to the directly affect the other supernatural powers (Divine, Faerie, and Infernal) (see [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Legends of Hermes, Chapter Two]]). Among contemporary members, Archmagus Relisius is well-known for his Christian faith and advocacy of harmony between Magic and the Divine (see [[Tales of Power Chapter Four: Encroaching Dominion|Tales of Power, Chapter Four: Encroaching Dominion]]).&lt;br /&gt;
&lt;br /&gt;
=== House Criamon ===&lt;br /&gt;
This very secretive House is known for its obscure philosophy, its disdain for simple power, and its members&#039; habit of marking their faces and bodies with arcane symbols. Followers of Criamon (KREE-ah-mone) are an enigmatic and otherworldly group of magi, generally having little interest in the politics of the Order.&lt;br /&gt;
&lt;br /&gt;
Magi of Criamon seek the &amp;quot;Enigma,&amp;quot; which other magi characterize as some sort of mystical experience. For followers of Criamon, understanding the Enigma is about releasing all souls from some sort of imprisonment. Their philosophy is inspired by the ancient Greek thinker Empedocles, and has something to do with the nature of time. They have a unique perspective on right and wrong action, but those outside the House find it very difficult to understand this. Indeed, magi outside the House often stereotype them as tattooed weirdoes whose actions make no sense.&lt;br /&gt;
&lt;br /&gt;
Even among the Mystery Cults, House Criamon is difficult for outsiders to comprehend.&lt;br /&gt;
&lt;br /&gt;
Its Prima is Muscaria, who is resident at the domus magna, the Cave of Twisting Shadows in the Tribunal of the Greater Alps. She is a young and intensely practical maga, little like the common image of her House. Important past magi include Vederis, who wrote the Travels of Fedoso, an allegorical, or at least esoteric, text that is popular in the House and beyond, and Abdkypris, who found important links between the Mysteries of the House and the beliefs of the Sufis, a tradition within Islam. St Nerius (see [[Realms of Power: The Divine Chapter Four: Mythic Christianity#Saint Nerius|Realms of Power: The Divine]]), a magus famous for his Christian devotion and sanctity, is generally said to have been a member of House Criamon.&lt;br /&gt;
&lt;br /&gt;
This House is a Mystery Cult, and the Mystery at the heart of the cult is the [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Criamon — The Enigma|Enigma]].&lt;br /&gt;
&lt;br /&gt;
=== House Ex Miscellanea ===&lt;br /&gt;
This is a large, diverse, and highly disorganized collection of magi. Though originally founded by Pralix as a rival to the Order of Hermes, this association was accepted as a House of its own. It accepts wizards of all kinds, some only nominally Hermetic, whose magic comes from many disparate traditions. Magi Ex Miscellanea (EKS mis-kel-LAH-nay-ah) are often called hedge wizards by their many detractors within the Order, although most can use Hermetic magic just as well as any other magus.&lt;br /&gt;
&lt;br /&gt;
Magi of Ex Miscellanea have very little in common, belonging to many different traditions within the House, each tradition having its own strengths and weaknesses. Many of these traditions are described in more detail in [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Houses of Hermes: Societates]].&lt;br /&gt;
&lt;br /&gt;
The Primus of the House is Ebroin, a relatively young magus who was elected four years ago when the previous Prima, Immanola, was declared to have entered Final Twilight. He has ambitions to revitalize the House from its domus magna of Cad Gadu, in the Stonehenge Tribunal. One of Pralix’s closest allies was Colomen, from a tradition of warding wizards now known as the “Columbae”, or “pigeons”. He taught his tradition’s magic to other magi, and those insights formed the basis of most of the wards created by Hermetic magic. Most magi would be hard-pressed to name any magus Ex Miscellanea they did not know personally — including most members of the House.&lt;br /&gt;
&lt;br /&gt;
=== House Flambeau ===&lt;br /&gt;
While most followers of Flambeau (flahm-BOH) specialize in fire magic, some study spells of simple annihilation as a more subtle alternative. Flambeau the Founder was known for his mastery of fire, while his apprentice, and the first Primus, Apromor, favored Perdo. Thus, both of these traditions are respected within the House. These aggressive and ferocious magi often cause trouble within the Order and frequently anger mundanes. However, their fearlessness and love of destruction make them invaluable when the Order requires the application of martial force.&lt;br /&gt;
&lt;br /&gt;
House Flambeau is a gathering of kindred spirits. While most followers of Flambeau believe in direct action and combat, there is also a strong tradition of honor and chivalry in the House, making them in many ways the Order’s knights. This is particularly true under the current Primus, Garus, who leads the House from its domus magna of [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony#Castra Solis|Castra Solis]] in the Provençal Tribunal. The House’s original domus magna was Val Negra, also in the Provençal Tribunal, but it has been lost in a regio for decades, if not centuries. Flambeau’s second apprentice, Elaine, carried on his tradition of fire magic, and served as a Hoplite (see House Guernicus, next). She was also an important scholar and author, and wrote several texts that are still important today, including &#039;&#039;Ars Flambonis&#039;&#039;, a summa on Ignem (level 14, quality 12) that is peppered with anecdotes of the Founder and particularly popular within the House.&lt;br /&gt;
&lt;br /&gt;
Among its contemporary members, the Archmaga Geirlaug of [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy#Montverte|Montverte]] covenant in the Normandy Tribunal is particularly notable, as much for her great age as her great power. She is rarely seen outside her tower these days, but is a master of Ignem and still has a firm grip on the direction of her covenant.&lt;br /&gt;
&lt;br /&gt;
=== House Guernicus ===&lt;br /&gt;
House Guernicus (GWAIR-nee-kuss) is a true lineage, all its members descended from Guernicus the Founder, who believed that the Order needed strictly enforced rules if it was to survive. Members of this House are the judges of the Order, investigating wrongdoing and bringing cases against those who transgress the Code of Hermes and the Peripheral Code. They believe the Order will collapse through internal conflict without their fierce stewardship. The House is sometimes known informally as House Quaesitor (KWAE-see-tor), as &amp;quot;Quaesitor&amp;quot; is the title of those magi empowered by the Order to investigate crimes.&lt;br /&gt;
&lt;br /&gt;
Although House Guernicus trains and inducts their own apprentices, other magi can also join the ranks of the Quaesitores, and one of the highest honors in the Order is to be invited by the elders of House Guernicus to become a Quaesitor. Such magi invariably retain membership in their original House. A starting maga can only be a Quaesitor if she was trained in House Guernicus.&lt;br /&gt;
&lt;br /&gt;
Quaesitors are sometimes asked to investigate possible crimes, or to mediate disputes between magi or covenants. While this does take time, the custom of the Order is that the Quaesitors be given a few pawns of vis as a gift, in return for their efforts. These investigators are often supported by magi known as Hoplites, who are often from other Houses. Hoplites are skilled in defeating the things that might threaten a Quaesitor, which means that they are strong in magical combat.&lt;br /&gt;
&lt;br /&gt;
The House has an important philosophical split between Traditionalists, who believe that the Code should be preserved as it has been since the Founding, and the Transitionalists, who believe that it should be revised to better suit modern realities. The Transitionalist movement started with Simprim of Guernicus in the mid-twelfth century, and seeks greater legal powers for the Quaesitores.&lt;br /&gt;
&lt;br /&gt;
The Prima of the House is the Archmaga Bilera, a maga with a long history of fine service to the House and, importantly, a largely neutral stance on the Traditionalist/Transitionalist debate. She resides at the domus magna of the House, Magvillus, in the Roman Tribunal. Guernicus himself was a master of earth magics, and taught Bonisagus much of the knowledge incorporated into the Hermetic Art of Terram. A tradition of such magic remains in the House, and its most famous living representative is Ausculator, the leader of the covenant of Hedyosmos in the Theban Tribunal. Hedyosmos is located in a labyrinth of caves, and is rumored to possess a portal to the underworld, something that would be very appropriate to the tradition (&#039;&#039;&#039;&#039;&#039;see The Sundered Eagle, page 66&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== House Jerbiton ===&lt;br /&gt;
House Jerbiton (YARE-bih-tahn) is interested in the arts and the mundane world, and sometimes assumes the duty of keeping the Order on good terms with the nobility and Church. This inclination in its members often stems from a noble background — apprentices are sometimes taken from the aristocracy, and these magi maintain ties afterwards. Other members are taken from skilled artists and craftsmen who have The Gift. &#039;&#039;&#039;&#039;&#039;The Gentle Gift (page @@)&#039;&#039;&#039;&#039;&#039; is particularly common in this House.&lt;br /&gt;
&lt;br /&gt;
Many members of other Houses believe that followers of Jerbiton are too closely bound to the mundane powers to be trusted. On the other hand, Jerbiton magi fear that members of the Order have become isolated from humanity, risking bloody conflict with the mundanes. They try energetically to heal this rift, and pursue aesthetic and Classical knowledge with a passion. The fall of Constantinople to the Fourth Crusade in 1204 has inspired the Primus, Andru, to rally the House to its original values, the defense of civilization, a call that the younger generation of magi have heeded. The domus magna of House Jerbiton is Valnastium, in the Tribunal of the Greater Alps. Two historically important Primi were Petrus, in the tenth century, who advocated life within mundane communities, and Mattieus, in the twelfth, who believed that Jerbiton should live with other magi and serve as their ambassadors to the mundanes. These two philosophies remain strong within the House.&lt;br /&gt;
&lt;br /&gt;
Members of House Jerbiton are trained in mundane study, the arts, and politics, and the House is held together by these common interests. The House is not tightly organized, and its magi group themselves into leagues based on a common interest. A maga may join many leagues, to find companionship with other magi who share her interests. Examples of leagues include The Gastronomers, who cooperate to hold a lavish party every year (this is a very popular league, and has members from other Houses), The Silent Ones, who are led by a magus of House Bonisagus and seek to remove the need for words and gestures from Hermetic magic, and The Humble Brethren, who work to subtly influence the College of Cardinals and ensure that no-one with strong anti-magic opinions is elected Pope.&lt;br /&gt;
&lt;br /&gt;
Fortunata of Jerbiton was a powerful spirit master of the eleventh century who defeated many non-Hermetic enemies and gathered knowledge and power from many Mysteries. She was forced into exile by Hermetic enemies, and disappeared into Final Twilight shortly after 1120. Her writings are rumored to contain information on how to gain the power that she had (&#039;&#039;&#039;&#039;&#039;see Legends of Hermes, Chapter Three&#039;&#039;&#039;&#039;&#039; for more information).&lt;br /&gt;
&lt;br /&gt;
In the present, Archmagus Mathieus of Constantinople, who is named for the city where he was trained but has lived in Paris for many years, is known for having given up the study of magic as not worth his time. For many years he seemed to have no purpose in life, but since the fall of Constantinople he has become much more active (&#039;&#039;&#039;&#039;&#039;see The Lion and the Lily, page 87&#039;&#039;&#039;&#039;&#039;). Archmagus Edward of Milton, on the other hand, is famed for heading the covenant of Schola Pythagoranis in Cambridge, which claims to have served as the nucleus for the new university in that town (&#039;&#039;&#039;&#039;&#039;see Art and Academe, page 112&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== House Mercere ===&lt;br /&gt;
The founder of this House lost his magical powers but remained involved in the Order. He assumed a non-magical role valuable to other magi — that of messenger. His followers continue to fulfill that role. All members of House Mercere (mare-KAY-ray, or mare-SARE in vulgar Latin), regardless of whether they possess The Gift, are officially recognized as magi of the Order. Even unGifted Mercere spend 15 years in apprenticeship like other magi. &lt;br /&gt;
&lt;br /&gt;
Followers of Mercere are more commonly known as Redcaps because of the headgear they wear as a badge of office. Redcaps are permitted to attend Hermetic Tribunals, but by convention they only vote if they have The Gift. Some unGifted Mercere have powerful supernatural abilities, which are generally attributed to descent from the heroes of classical myth. Whatever the truth of that, these Redcaps are particularly respected within the House.&lt;br /&gt;
&lt;br /&gt;
House Mercere is a true lineage. Mercere trained two apprentices before he lost his Gift, and thus there is a small Gifted tradition in this House, which is composed almost entirely of blood descendants of Mercere. Many magi of this House have had a strong interest in the magic of the ancient Cult of Mercury.&lt;br /&gt;
&lt;br /&gt;
The most famous member of House Mercere, apart from the Founder himself, is Belin, Mercere’s last apprentice. She was renowned for her devotion to the Order and her dedication to getting messages to their destination, and despite having no Gift she is, even today, held up as an ideal in the House.&lt;br /&gt;
&lt;br /&gt;
The Prima of House Mercere is Insatella, an unGifted Redcap who inherited the role from her father and skillfully manages the affairs of all Mercere from the domus magna at Harco, in the Roman Tribunal. As she does not have The Gift, she tries to stay out of Hermetic politics as far as possible, thus reinforcing the House’s reputation for neutrality.&lt;br /&gt;
&lt;br /&gt;
=== House Merinita ===&lt;br /&gt;
This House is focused on the world of faeries, and its members tend to be just as strange as the creatures they study. Merinita (meh-rih-NEE-tah) magi frequently remain isolated, having little to do with the rest of the Order, except to defend faeries from the assaults of other magi. Those of this House eschew the merely mortal, and seek answers within the mysterious world of Arcadia.&lt;br /&gt;
&lt;br /&gt;
Although the House was founded by Merinita, she herself was not particularly interested in faeries. This was the work of her first apprentice, Quendalon, who had been raised among faeries and had always believed that they had much to offer. Merinita disappeared at the end of the eighth century, and soon after Quendalon announced that he was going to study with the faeries, leaving Merinita’s second apprentice, Myanar, in charge of the House.&lt;br /&gt;
&lt;br /&gt;
Quendalon returned two years later, his eyes replaced by rubies, and announced a new direction for the House. This was resisted by Myanar, and war broke out within the House. Ultimately, Quendalon was victorious, and the Merinita turned to the study of faerie. Quendalon served as Primus, at least in name, until the end of the tenth century, although he had little contact with his House in the latter half of that century. Some magi even now suspect that the returned Quendalon was actually a faerie.&lt;br /&gt;
&lt;br /&gt;
The current Primus is Handri, who lives at the domus magna of Irencillia in the Rhine Tribunal. The previous Prima, Vinaria, also lives there. In 1202, she vanished much as Quendalon had done, leaving Handri in charge. However, when Vinaria returned in 1209, she made no moves to regain control of the House, and still lives quietly at Irencillia (&#039;&#039;&#039;&#039;&#039;see Guardians of the Forests, page 104&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Lucian the Scholar is an elder magus who lives in the covenant of Aegea, on the floor of the Aegean Sea in the Theban Tribunal. He is renowned for his deep knowledge of the literary traditions of the Byzantine Empire and ancient Greece, and is rumored to have been Initiated into secrets of story magic (&#039;&#039;&#039;&#039;&#039;see The Sundered Eagle, page 81&#039;&#039;&#039;&#039;&#039;). Dama, the Praeco of the Provençal Tribunal, was born in 993. She fell into Twilight in 1061, but emerged 19 years later, and remains active today. She is one of only two members of the covenant of Mimizan, and is rumored to lead a Mystery Cult that is not part of House Merinita (&#039;&#039;&#039;&#039;&#039;see Faith &amp;amp; Flame, pages 29 and 64&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;House Merinita is a Mystery Cult, and magi of Merinita are all initiated into the Outer Mystery of Faerie Magic (see page @@).&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== House Tremere ===&lt;br /&gt;
Members of House Tremere (tray-MARE-ay or tray-MARE) emphasize the importance of judgment, strategy, and detailed planning. They believe in respect for superiors and in asserting authority over minions. Dignity is of the utmost concern.&lt;br /&gt;
&lt;br /&gt;
House Tremere is considered one of the more sensible and stable Houses, providing strength and courage when needed and refraining from action when peace better serves the Order.&lt;br /&gt;
&lt;br /&gt;
House Tremere is a true lineage. All of its members can trace a chain back through their masters and their masters&#039; masters, and so on, back to Tremere the Founder. It is not possible to join the House from outside. Certamen, a safe method of magical dueling between magi, was invented by Tremere the Founder, and his House retains a great deal of interest in it.&lt;br /&gt;
&lt;br /&gt;
In addition, Tremere magi hold their filii&#039;s voting sigils (&#039;&#039;&#039;&#039;&#039;see page @@&#039;&#039;&#039;&#039;&#039;) until the filius beats the parens in certamen, or until the parens dies. If a Tremere magus who does not hold his own sigil trains an apprentice, the new magus&#039;s sigil is held by the parens of the training magus, assuming that that magus holds his own sigil. If he does not, the sigil is passed back up the chain until it reaches a magus who does hold his own sigil. As a result of this custom, House Tremere&#039;s votes are concentrated in a very limited number of hands.&lt;br /&gt;
&lt;br /&gt;
The domus magna is Coeris, in the Transylvanian Tribunal, and the Prima is Poena. She is said to know the names, magical strengths, and preferences of every member of her House, and of any other magus she thinks may be of use. Whatever the truth of that, she certainly manages the projects of the whole House with unusual efficiency (&#039;&#039;&#039;&#039;&#039;see Against the Dark, page 21&#039;&#039;&#039;&#039;&#039;). The House’s second-in-command (unlike other Houses, Tremere actually has such a post) is Archmaga Monica Ierne, a maga originally from the Stonehenge Tribunal and a master of combat magic. She is unsuited to the post of Prima, and has publicly acknowledged this, but she is an excellent field commander (&#039;&#039;&#039;&#039;&#039;see Against the Dark, page 30&#039;&#039;&#039;&#039;&#039;). Archmagus Stentorius is exactly what other magi think of when they imagine an older, powerful member of House Tremere. He is the leader of Fengheld, the largest covenant in the Rhine Tribunal, and holds three-fifths of the sigils of the Tremere magi of that Tribunal, as well as commanding the House there. Even in a Tribunal that holds the domus magnae and Primi of Houses Bonisagus, Bjornaer, and Merinita, he may hold more political power than any other individual magus or maga (&#039;&#039;&#039;&#039;&#039;see Guardians of the Forests, page 84&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== House Tytalus ===&lt;br /&gt;
The philosophy of Tytalus (TIE-tah-loos) magi is to master all forms of conflict. To this end, they promote innovation in all sorts of contests. They do not feel alive unless they are in a constant state of struggle, perpetually testing the strengths and weaknesses of others.&lt;br /&gt;
&lt;br /&gt;
House Tytalus is almost the opposite of House Tremere. Where the Tremere believe in stability and respect for elders, Tytalus magi believe in constant change, and in challenging your elders repeatedly until you can finally win. The Founders of the two Houses were trained by the same wizard, Guorna the Fetid, and often fought over their contrasting visions of how to live.&lt;br /&gt;
&lt;br /&gt;
In their never-ending search for conflict, the leaders of House Tytalus went too far in the 10th century, falling prey to demonic machinations. Those masters of intrigue arrogantly believed they could master the dark forces, but despite their skill, were unable to outwit Hell. The leaders were executed for their crime of diabolism, and House Tytalus has been distrusted ever since. This has not been helped by the fact that two magi, Buliste and Harpax, both claim to be Primus (or Prima, in Buliste’s case). Buliste was the ninth Prima, but passed into Twilight. Harpax then claimed the right to be tenth Primus. However, Buliste emerged from Twilight, and refused to acknowledge his position; he, of course, refused to yield. The two are still fighting for control of the House, and of its domus magna, Fudarus, in the Normandy Tribunal (&#039;&#039;&#039;&#039;&#039;see The Lion and the Lily, page 41&#039;&#039;&#039;&#039;&#039;). The magi of House Tytalus choose sides, but most of them seem to do so simply for the sake of the challenge, and not because they have any real loyalty to one or the other.&lt;br /&gt;
&lt;br /&gt;
=== House Verditius ===&lt;br /&gt;
Magi of House Verditius (ware-DEE-tee-oos) have unsurpassed skill at creating enchanted items, making them invaluable to other magi and non-Gifted persons.&lt;br /&gt;
&lt;br /&gt;
Almost all, unfortunately, have also inherited their founder&#039;s magical Flaw, making them unable to cast Formulaic spells without the aid of casting tools. Followers of Verditius are sometimes considered inferior to other magi because of this weakness. They do not measure themselves by this standard, however, seeing themselves as superior to other magi — this hubris is a side effect of the Inner Mysteries of their House.&lt;br /&gt;
While the Code forbids magi to sell enchanted items to mundanes, the mundane employees of magi may do so, and almost all magi of this House have such associates, known as venditores. The magi sell items directly to other magi, of course, and can become wealthy in both magical and mundane terms.&lt;br /&gt;
&lt;br /&gt;
Magi of House Verditius often become involved in vendettas with other magi of their House, antagonizing each other until one admits that the other is superior. As that is rare, vendettas tend to last a long time. The House believes that such contests are honorable and admirable, but magi of other Houses may not agree. These vendettas reflect the politically fragmented nature of the House, in which the Primus is the only official position.&lt;br /&gt;
&lt;br /&gt;
Every eighteen years, the House holds a grand Contest, at which enchanted items are judged to determine the best created since the previous Contest. Every magus of the House is allowed to enter a single item, and many magi spend years preparing their entries.&lt;br /&gt;
&lt;br /&gt;
The Primus of House Verditius is chosen by strict primogeniture: the eldest living filius of the previous Primus becomes Primus. There is almost no opposition to this in the House, as most magi do not care who their Primus is, and appreciate a system that means they need not worry about choosing a new one. The current Primus is Stouritus, who does not live at the domus magna of Verdi in the Roman Tribunal. He is a member of the covenant of Ingasia in the Theban Tribunal, and would like it to become the domus magna so that there would be no need for him to move (&#039;&#039;&#039;&#039;&#039;see The Sundered Eagle, page 86&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;House Verditius is a Mystery Cult, and all members are initiated into the Outer Mystery of Verditius Magic. (See page @@)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20033</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20033"/>
		<updated>2024-11-24T23:35:16Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* The Lion and the Lily - The Normandy Tribunal Conversion Progress */ Progress on chap 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
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=Ars Magica Fifth Edition=&lt;br /&gt;
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==Core Books==&lt;br /&gt;
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=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
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|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
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| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
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|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
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| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4.5%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
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&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
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=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 33%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Nine: Hermetic Theurgy|Chapter Chapter Nine: Hermetic Theurgy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Thirteen: Mercurian Magic|Chapter Chapter Thirteen: Mercurian Magic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults|Chapter Chapter Fourteen: Mystery Cults]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix A: Immortal Magi|Chapter Appendix A: Immortal Magi]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix B: Conversion|Chapter Appendix B: Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
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| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
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| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2.5%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Definitive_Edition,_Chapter_Two:_The_Order_of_Hermes&amp;diff=20032</id>
		<title>Ars Magica Definitive Edition, Chapter Two: The Order of Hermes</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Definitive_Edition,_Chapter_Two:_The_Order_of_Hermes&amp;diff=20032"/>
		<updated>2024-11-24T23:32:57Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* House Flambeau */ Adding Castra Solis link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Order of Hermes is an organization of magi that spans the whole of Mythic Europe, even reaching some distance beyond. It has about 1200 members, living in thirteen Tribunals which divide up the continent. In the magical realm, no single group can even think to challenge the Order as a whole, but the power of God is far beyond even Hermetic magi. This chapter lays out the history and current state of the Order of Hermes, to which Ars Magica characters are almost all affiliated in some way.&lt;br /&gt;
&lt;br /&gt;
== The History of the Order ==&lt;br /&gt;
The practice of magic and wizardry goes back to the very beginnings of civilization. Gifted individuals have always found ways to utilize their power, often dominating the unGifted for a time, before the envy, suspicion, and hatred engendered by tyrannical behavior and the effects of The Gift brought them down.&lt;br /&gt;
&lt;br /&gt;
Three things worked against the formation of magical societies or orders of wizards. The first was the effect of The Gift. Wizards who did meet naturally mistrusted one another, and could rarely agree to work together. Even if they agreed once, future meetings often planted the seeds of betrayal. This was compounded by the second factor: the lack of magic resistance. This almost guaranteed that the wizard who struck first would destroy his opponent, and thus encouraged pre-emptive strikes. Finally, every wizard had his own understanding of magic, and sharing this knowledge was a long and troublesome process. There was little that could be shared easily.&lt;br /&gt;
&lt;br /&gt;
One of the few even partial successes in this regard was the Roman Cult of Mercury. Its members rarely met in person, communicating by letter or messenger except when they needed to gather to perform the great rituals that gave the Cult its power. Further, the rules of the Cult specified that anyone who killed a Cult member should be hunted down and killed by the other members. This rule was enforced quite strictly, greatly reducing the incentive to pre-emptive strikes. Finally, the Cult of Mercury had access to a number of magical effects which could be learned relatively easily, even by someone who already knew many of them. This gave the wizards some motivation to share knowledge.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, suspicions grew within the Cult that some members were hoarding knowledge, ready for a major strike against the other members. Soon after the fall of the Western Roman Empire, the Cult tore itself apart in internal conflict, leaving isolated wizards scattered across Europe. Magic entered a dark age, from which it emerged with the foundation of the Order of Hermes, more than three centuries later.&lt;br /&gt;
&lt;br /&gt;
=== The Foundation of the Order ===&lt;br /&gt;
The Order of Hermes owes its existence to Bonisagus, without question the greatest magical genius yet to live. He made two great discoveries, either of which alone would have ensured his place in magical history. The first was the discovery of the Parma Magica, which defended a wizard from the magic of others and shielded him from the antipathetic effect of their Gifts. Safe behind a Parma Magica, a wizard could talk to another Gifted individual with little fear of attack and without having to constantly fight the natural tendency to lapse into envy, suspicion, and hostility.&lt;br /&gt;
&lt;br /&gt;
The true potential of the Parma Magica was first recognized by the sorceress Trianoma, who willingly studied under Bonisagus despite her own power. She realized that the Parma Magica would make a true society of magi possible, a society where wizards could meet to resolve their differences, and live and work together. Bonisagus, already working on his next project, a unified theory of magic, was happy to go along with Trianoma&#039;s grand vision.&lt;br /&gt;
&lt;br /&gt;
=== Trianoma &amp;amp; Viea ===&lt;br /&gt;
Trianoma had a twin sister, Viea. They were trained in magic together, and as they grew, Viea interpreted Trianoma’s visions. One of these visions suggested that the isolated magi of Europe would bring about a disaster, unless the sisters could defeat a particular powerful wizard. They searched for this wizard for years, and finally a dragon, said to be in the temple of the Hesperides beyond Ethiopia, told them to seek out a cave in the Alps.&lt;br /&gt;
&lt;br /&gt;
That wizard was Bonisagus. The Parma Magica protected him from their assault, and he captured them, demanding that they taught him their magic, while he taught them in return. Viea refused, but Trianoma agreed, hoping to use the opportunity to defeat Bonisagus. As they studied together, however, she came to have great respect for him. Viea became increasingly jealous, and after a particularly violent fight with her sister, she stole some valuable texts and fled. Trianoma forbade Bonisagus to seek vengeance, realizing that her vision might have meant that she would fight her sister and bring about the disaster. Instead, she proposed founding an order of magi within which such theft would be forbidden.&lt;br /&gt;
&lt;br /&gt;
Viea’s fate remains unknown.&lt;br /&gt;
&lt;br /&gt;
Trianoma traveled across Europe, seeking out the most powerful wizards. The Parma Magica made her immune to their attempts to drive her off, and her demonstrations of her offensive power left many in no doubt that she could, if she wished, eliminate any wizard without fear of consequences. Some ran and hid, hoping to avoid her nefarious plans. Others listened to her dream of a unified order, and agreed to meet with Bonisagus.&lt;br /&gt;
&lt;br /&gt;
From these discussions, Bonisagus drew a great deal of knowledge. From the traditions of the Cult of Mercury he developed Formulaic and Ritual Magic, and from the traditions of the druids, brought by Diedne, a woman cast out from that religion, he learned to create magical effects spontaneously. Verditius taught him the secrets of binding magic into items, and Merinita the arts of binding animals. From each of the eleven wizards who came to him, Bonisagus learned something, and to each he taught the Parma Magica.&lt;br /&gt;
&lt;br /&gt;
The result of these studies was Bonisagus&#039;s second great discovery, the theory of Hermetic Magic. In 767 the thirteen wizards gathered at Durenmar in the Black Forest, and swore to the Code of Hermes, creating the Order of Hermes at the first Tribunal.&lt;br /&gt;
&lt;br /&gt;
=== The Houses of Hermes ===&lt;br /&gt;
The first magi of the Order are always referred to as the Twelve Founders, for all that there were thirteen magi at the first Tribunal. Trianoma refused to put herself on an equal footing with Bonisagus, or the other magi she had brought to him, an astute political move that left her free to mediate power struggles rather than being drawn into them. Each of the Twelve Founders established a House. The current House Ex Miscellanea was founded later in the Order&#039;s history, and in the beginning House Diedne made up the complement. House Diedne were bound together by their adherence to an ancient pagan religion, which they soon came to dominate completely.&lt;br /&gt;
&lt;br /&gt;
The Order immediately entered a period of rapid growth. The founders of the True Lineages recruited apprentices, and their Houses grew organically. The founders of the Mystery Cults initiated more members, recruiting eagerly from among those other wizards who seemed congenial. House Merinita was not yet a Mystery Cult, and recruited magi with an interest in the wilderness. House Diedne sought converts to its religion. House Jerbiton extended the reach of the Order into the higher culture of the mundane world, even making overtures to Charlemagne himself. And the magi of Houses Flambeau and Tytalus criss-crossed the continent, giving all magicians they found a simple choice: Join, or Die.&lt;br /&gt;
&lt;br /&gt;
Within forty years the Order of Hermes dominated the magical landscape of Europe.&lt;br /&gt;
&lt;br /&gt;
=== Crises in the Order ===&lt;br /&gt;
That domination persists until the present day, 1220. Nevertheless, an Order that has endured for well over four hundred years has naturally faced its share of crises and problems.&lt;br /&gt;
&lt;br /&gt;
==== Damhan-Allaidh and the Ordo Miscellanea ====&lt;br /&gt;
In the early years of the ninth century Damhan-Allaidh (DAH-van ALL-ath), a powerful and evil wizard resident in the British Isles, led an organized resistance to the Order of Hermes. Rather than face Hermetic wizards in magical combat, his followers cursed and harassed their followers, set traps, and used mundane assassins to halt the progress of the Order. For a number of years these tactics were effective, and some began to think that the Order would be stopped at the English Channel.&lt;br /&gt;
&lt;br /&gt;
Tytalus the Founder entrusted Pralix, his most gifted apprentice, with the task of defeating Damhan-Allaidh. She brought as much cunning to the task as her opponent, and in a series of devious raids and spectacular magical battles she was able to defeat Damhan-Allaidh and bring many of his followers over to her side. Despite the victory, rumors persist to the present day that Damhan-Allaidh was not destroyed, and still plots revenge against the Order.&lt;br /&gt;
&lt;br /&gt;
As the Order prepared to welcome the victor home, it received a message. Pralix had established her own Order, the Ordo Miscellanea, which would serve as a competitor to the Order of Hermes, keeping it strong. Flambeau wanted to march against her immediately, but Tytalus, impressed by his filia&#039;s nerve, forced a negotiated settlement. In 817 the Ordo Miscellanea joined the Order of Hermes as a thirteenth House, House Ex Miscellanea.&lt;br /&gt;
&lt;br /&gt;
==== The Domination of House Tremere ====&lt;br /&gt;
House Tremere had been slowly building its power since the foundation of the Order, with Tremere himself keeping close control over his line. Through the careful use of certamen and the building of political alliances, the House gained effective control over several Tribunals, and was poised to take over more. When Jerbiton died, leaving Tremere as the sole remaining Founder, the House was ready to move to dominate the entire Order, turning it into a tool for their larger plans.&lt;br /&gt;
&lt;br /&gt;
At that point, a group of magi whose identities are still unknown broke the minds of Tremere&#039;s closest lieutenants. This event, known as &#039;the Sundering&#039;, also broke the power structures that the House had built, as obligations to those magi and threats posed by them ceased to be a concern. Tremere himself met with the magi responsible for the Sundering, or perhaps their representatives, and some sort of agreement was forged. While Tremere himself died soon afterwards, the House has kept to the agreement, and has never again tried to dominate the Order.&lt;br /&gt;
&lt;br /&gt;
==== The Corruption of House Tytalus ====&lt;br /&gt;
House Tytalus has always sought challenges. In the late tenth century, leaders of the House went too far, seeking to control demons and instead being corrupted by them. They were engaged in a subtle campaign to corrupt the rest of the Order as well when their corruption was uncovered by another Tytalus maga. She alerted the Quaesitores, and the Order turned with great efficiency to purging the diabolists from their midst. The Prima of House Tytalus, Tasgillia, was the most prominent victim, but the House lost many of its members, and never again recovered the relative size it had in the early years. To this day, many magi wonder whether the House has completely escaped this taint.&lt;br /&gt;
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==== The Schism War ====&lt;br /&gt;
Just after the turn of the millennium, the Order of Hermes began to descend into anarchy. The corruption of House Tytalus made magi more paranoid about the secret activities of other magi, even without the incitement of The Gift. Magi also became more concerned about attempts to pry into their secrets, and thus rebuffed attempts at investigation. Many disputes reached Tribunal, where the voting was deadlocked as magi refused to get drawn in. In this period, many Tribunals were inquorate, as magi were reluctant to leave the security of their own covenants.&lt;br /&gt;
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Magi who felt themselves threatened resorted to Wizards’ War, and even to illegal raids on other covenants. The Quaesitores, Redcaps, Bonisagi, and other magi interested in keeping the Order together were stretched too thin, and found that they could not impose order on magi who did not want it.&lt;br /&gt;
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The anarchy grew, and for a while it looked as though the Order of Hermes would fall to the same threat as the Cult of Mercury before it.&lt;br /&gt;
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Then House Tremere declared war on House Diedne. The pagans of that House had always been somewhat distant from the rest of the Order, which was, as it always had been, largely Christian. Dark rumors about their religious rites had spread in the wake of the corruption of Tytalus, and few trusted them. When the Primus of House Tremere, Cercistum, accused the Diedne of human sacrifice and called on the Order to help eliminate the diabolists, House Flambeau eagerly joined the battle. Many members of House Jerbiton, who had long been concerned that the Order harbored a pagan cult, also joined in. Members of many Houses stepped forward to join the Tremere, and no-one publicly supported the Diedne.&lt;br /&gt;
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Seizing the opportunity, the Bonisagi and Quaesitores called an emergency Grand Tribunal, at which the whole of House Diedne was declared Renounced, so that it was the duty of all Hermetic magi to hunt them down and slay them.&lt;br /&gt;
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The war that followed was bloody and destructive, and wiped the House out. Its leaders, however, were never found, and while the Order hope that their spells killed them, the fear remains that they fled to some magical regio, biding their time and waiting for revenge.&lt;br /&gt;
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With the destruction of the Diedne, the Schism War came to an end. The Quaesitores had been able to enforce the Code during the final stages of the War, as all members of the Order were theoretically united against a single enemy. The experience of chaos and destruction convinced most magi that they never wanted to see such a thing again, and once again Tribunals were respected, and the rule of law returned to the Order.&lt;br /&gt;
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Since the Schism War, the Order has existed in a state of relative peace and co-operation. However, by 1220 the last magi who can remember the War have died or passed into Final Twilight, and memories of that terrible time are fading.&lt;br /&gt;
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== The Houses of Hermes ==&lt;br /&gt;
The Order of Hermes is divided into twelve Houses, all but Ex Miscellanea descended in some way from one of the Twelve Founders. This section provides a brief overview of the Houses, but it is important to remember that individuals within a House can vary widely.&lt;br /&gt;
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The twelve Houses fall into three groups. Four (Bonisagus, Guernicus, Mercere, and Tremere) are true lineages, made up of those trained by someone trained by someone (etc) trained by the founder of the House. It is not possibly to join those Houses later. These Houses are described in the supplement [[Houses of Hermes: True Lineages]]. Four (Bjornaer, Criamon, Merinita, and Verditius) are Mystery Cults, and magi can join those Houses by being initiated into the cult. Such initiations teach the Outer Mystery of the cult, the only cult ability that is not kept largely secret. Their secret Mysteries, and much more detail of the Houses, are detailed in [[Houses of Hermes: Mystery Cults]]. The last four (Ex Miscellanea, Flambeau, Jerbiton, and Tytalus) are gatherings of magi with common interests. It is relatively easy to join these Houses after training, and magi who feel that they do not fit in to their old Houses often do. Ex Miscellanea, in particular, will take anyone with The Gift, a smattering of Latin and Magic Theory, and the ability to raise a Parma Magica — and many members will teach the last three to potential recruits. The interests and activities of these Houses are discussed in Houses of [[Hermes: Societates]].&lt;br /&gt;
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It is only possible to be a member of one House at a time.&lt;br /&gt;
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=== House Bjornaer ===&lt;br /&gt;
Magi of Bjornaer (BYORE-nayr) concern themselves primarily with beasts and the animalistic side of human nature. Because of this emphasis in their training, each Bjornaer magus can take the form of an animal, known as his &amp;quot;heartbeast.&amp;quot; Understanding the heartbeast in particular and animals in general is considered more important than Hermetic magic by many in this House. Despite this close association with shapeshifting, Bjornaer magi avoid any kind of shapeshifting other than their heartbeast, and have hostile relations with some other shapeshifters, for reasons that other magi do not fully understand.&lt;br /&gt;
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Due to their nature, Bjornaer magi are unable to forge the necessary links to have a familiar, and the very concept is alien to them. Some Bjornaer deride magi who take familiars, which they call &amp;quot;substitute&amp;quot; heartbeasts. On the other hand, other magi are wary of followers of Bjornaer because of their fascination with the bestial. Furthermore, House Bjornaer is less respected than it might otherwise be because its founder was from a Germanic rather than a Roman magical tradition.&lt;br /&gt;
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The House is divided into six clans. Clan Arelie is concerned with remembering the past, Clan Ilfetu is responsible for Initiating members of the House, Clan Maruhs seeks self-realization, Clan Midusulf leads, Clan Sirnas protects, and Clan Wilkis nurtures magi and strengthens the House. Philosophically, the House is divided between Harmonists, who want to see humans and nature live in harmony, and Wilderists, who want to drive humans back to the cities, restoring the wilderness to its dominance. The Wilderist philosophy was the original philosophy of the House, while the first Harmonist was Hérisson, a magus of the tenth century whose ideas only became popular after the Schism War.&lt;br /&gt;
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The Prima of the House is Falke, and its domus magna is Crintera, in the Rhine Tribunal, described in [[Guardians of the Forest Chapter Nine: The_Eastern Marches#Crintera|Guardians of the Forests]]. The former Primus, Archmagus Urgen, is the chief of Clan Midusulf, and still important in the House, sitting on its council and residing at Crintera.&lt;br /&gt;
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This House is a Mystery Cult, and the ability to take the form of the [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Bjornaer — The Heartbeast|heartbeast]] is the Outer Mystery.&lt;br /&gt;
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=== House Bonisagus ===&lt;br /&gt;
Bonisagus (BOH-nee-SAH-goos) invented the Hermetic theory of magic, and his student, the maga Trianoma, masterminded the formation of the Order. House Bonisagus is a true lineage; all of its members can trace their heritage back to Bonisagus himself.&lt;br /&gt;
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House Bonisagus is split into two strands, the political and the theoretical. Theoretical Bonisagus magi concentrate on pushing back the boundaries of Hermetic magic, and are the undisputed masters of Magic Theory. Political Bonisagus magi, often called &#039;magi Trianomae&#039;, concentrate on keeping the Order together, and excel at politics.&lt;br /&gt;
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The current Prima is Archmaga Murion, a consummate politician, who resides at [[Guardians of the Forest Chapter Six: The Black Forest#Durenmar|Durenmar]] in the Rhine Tribunal. The House typically remembers its researchers better than its politicians: figures such as Notatus, the first Primus, who created the Aegis of the Hearth, and Conciatta, who extended Hermetic magic to the directly affect the other supernatural powers (Divine, Faerie, and Infernal) (see [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Legends of Hermes, Chapter Two]]). Among contemporary members, Archmagus Relisius is well-known for his Christian faith and advocacy of harmony between Magic and the Divine (see [[Tales of Power Chapter Four: Encroaching Dominion|Tales of Power, Chapter Four: Encroaching Dominion]]).&lt;br /&gt;
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=== House Criamon ===&lt;br /&gt;
This very secretive House is known for its obscure philosophy, its disdain for simple power, and its members&#039; habit of marking their faces and bodies with arcane symbols. Followers of Criamon (KREE-ah-mone) are an enigmatic and otherworldly group of magi, generally having little interest in the politics of the Order.&lt;br /&gt;
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Magi of Criamon seek the &amp;quot;Enigma,&amp;quot; which other magi characterize as some sort of mystical experience. For followers of Criamon, understanding the Enigma is about releasing all souls from some sort of imprisonment. Their philosophy is inspired by the ancient Greek thinker Empedocles, and has something to do with the nature of time. They have a unique perspective on right and wrong action, but those outside the House find it very difficult to understand this. Indeed, magi outside the House often stereotype them as tattooed weirdoes whose actions make no sense.&lt;br /&gt;
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Even among the Mystery Cults, House Criamon is difficult for outsiders to comprehend.&lt;br /&gt;
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Its Prima is Muscaria, who is resident at the domus magna, the Cave of Twisting Shadows in the Tribunal of the Greater Alps. She is a young and intensely practical maga, little like the common image of her House. Important past magi include Vederis, who wrote the Travels of Fedoso, an allegorical, or at least esoteric, text that is popular in the House and beyond, and Abdkypris, who found important links between the Mysteries of the House and the beliefs of the Sufis, a tradition within Islam. St Nerius (see [[Realms of Power: The Divine Chapter Four: Mythic Christianity#Saint Nerius|Realms of Power: The Divine]]), a magus famous for his Christian devotion and sanctity, is generally said to have been a member of House Criamon.&lt;br /&gt;
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This House is a Mystery Cult, and the Mystery at the heart of the cult is the [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Criamon — The Enigma|Enigma]].&lt;br /&gt;
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=== House Ex Miscellanea ===&lt;br /&gt;
This is a large, diverse, and highly disorganized collection of magi. Though originally founded by Pralix as a rival to the Order of Hermes, this association was accepted as a House of its own. It accepts wizards of all kinds, some only nominally Hermetic, whose magic comes from many disparate traditions. Magi Ex Miscellanea (EKS mis-kel-LAH-nay-ah) are often called hedge wizards by their many detractors within the Order, although most can use Hermetic magic just as well as any other magus.&lt;br /&gt;
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Magi of Ex Miscellanea have very little in common, belonging to many different traditions within the House, each tradition having its own strengths and weaknesses. Many of these traditions are described in more detail in [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Houses of Hermes: Societates]].&lt;br /&gt;
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The Primus of the House is Ebroin, a relatively young magus who was elected four years ago when the previous Prima, Immanola, was declared to have entered Final Twilight. He has ambitions to revitalize the House from its domus magna of Cad Gadu, in the Stonehenge Tribunal. One of Pralix’s closest allies was Colomen, from a tradition of warding wizards now known as the “Columbae”, or “pigeons”. He taught his tradition’s magic to other magi, and those insights formed the basis of most of the wards created by Hermetic magic. Most magi would be hard-pressed to name any magus Ex Miscellanea they did not know personally — including most members of the House.&lt;br /&gt;
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=== House Flambeau ===&lt;br /&gt;
While most followers of Flambeau (flahm-BOH) specialize in fire magic, some study spells of simple annihilation as a more subtle alternative. Flambeau the Founder was known for his mastery of fire, while his apprentice, and the first Primus, Apromor, favored Perdo. Thus, both of these traditions are respected within the House. These aggressive and ferocious magi often cause trouble within the Order and frequently anger mundanes. However, their fearlessness and love of destruction make them invaluable when the Order requires the application of martial force.&lt;br /&gt;
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House Flambeau is a gathering of kindred spirits. While most followers of Flambeau believe in direct action and combat, there is also a strong tradition of honor and chivalry in the House, making them in many ways the Order’s knights. This is particularly true under the current Primus, Garus, who leads the House from its domus magna of [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony#Castra Solis|Castra Solis]] in the Provençal Tribunal. The House’s original domus magna was Val Negra, also in the Provençal Tribunal, but it has been lost in a regio for decades, if not centuries. Flambeau’s second apprentice, Elaine, carried on his tradition of fire magic, and served as a Hoplite (see House Guernicus, next). She was also an important scholar and author, and wrote several texts that are still important today, including &#039;&#039;Ars Flambonis&#039;&#039;, a summa on Ignem (level 14, quality 12) that is peppered with anecdotes of the Founder and particularly popular within the House.&lt;br /&gt;
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Among its contemporary members, the Archmaga Geirlaug of Montverte covenant in the Normandy Tribunal is particularly notable, as much for her great age as her great power. She is rarely seen outside her tower these days, but is a master of Ignem and still has a firm grip on the direction of her covenant (&#039;&#039;&#039;&#039;&#039;see The Lion and The Lily, page 58&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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=== House Guernicus ===&lt;br /&gt;
House Guernicus (GWAIR-nee-kuss) is a true lineage, all its members descended from Guernicus the Founder, who believed that the Order needed strictly enforced rules if it was to survive. Members of this House are the judges of the Order, investigating wrongdoing and bringing cases against those who transgress the Code of Hermes and the Peripheral Code. They believe the Order will collapse through internal conflict without their fierce stewardship. The House is sometimes known informally as House Quaesitor (KWAE-see-tor), as &amp;quot;Quaesitor&amp;quot; is the title of those magi empowered by the Order to investigate crimes.&lt;br /&gt;
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Although House Guernicus trains and inducts their own apprentices, other magi can also join the ranks of the Quaesitores, and one of the highest honors in the Order is to be invited by the elders of House Guernicus to become a Quaesitor. Such magi invariably retain membership in their original House. A starting maga can only be a Quaesitor if she was trained in House Guernicus.&lt;br /&gt;
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Quaesitors are sometimes asked to investigate possible crimes, or to mediate disputes between magi or covenants. While this does take time, the custom of the Order is that the Quaesitors be given a few pawns of vis as a gift, in return for their efforts. These investigators are often supported by magi known as Hoplites, who are often from other Houses. Hoplites are skilled in defeating the things that might threaten a Quaesitor, which means that they are strong in magical combat.&lt;br /&gt;
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The House has an important philosophical split between Traditionalists, who believe that the Code should be preserved as it has been since the Founding, and the Transitionalists, who believe that it should be revised to better suit modern realities. The Transitionalist movement started with Simprim of Guernicus in the mid-twelfth century, and seeks greater legal powers for the Quaesitores.&lt;br /&gt;
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The Prima of the House is the Archmaga Bilera, a maga with a long history of fine service to the House and, importantly, a largely neutral stance on the Traditionalist/Transitionalist debate. She resides at the domus magna of the House, Magvillus, in the Roman Tribunal. Guernicus himself was a master of earth magics, and taught Bonisagus much of the knowledge incorporated into the Hermetic Art of Terram. A tradition of such magic remains in the House, and its most famous living representative is Ausculator, the leader of the covenant of Hedyosmos in the Theban Tribunal. Hedyosmos is located in a labyrinth of caves, and is rumored to possess a portal to the underworld, something that would be very appropriate to the tradition (&#039;&#039;&#039;&#039;&#039;see The Sundered Eagle, page 66&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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=== House Jerbiton ===&lt;br /&gt;
House Jerbiton (YARE-bih-tahn) is interested in the arts and the mundane world, and sometimes assumes the duty of keeping the Order on good terms with the nobility and Church. This inclination in its members often stems from a noble background — apprentices are sometimes taken from the aristocracy, and these magi maintain ties afterwards. Other members are taken from skilled artists and craftsmen who have The Gift. &#039;&#039;&#039;&#039;&#039;The Gentle Gift (page @@)&#039;&#039;&#039;&#039;&#039; is particularly common in this House.&lt;br /&gt;
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Many members of other Houses believe that followers of Jerbiton are too closely bound to the mundane powers to be trusted. On the other hand, Jerbiton magi fear that members of the Order have become isolated from humanity, risking bloody conflict with the mundanes. They try energetically to heal this rift, and pursue aesthetic and Classical knowledge with a passion. The fall of Constantinople to the Fourth Crusade in 1204 has inspired the Primus, Andru, to rally the House to its original values, the defense of civilization, a call that the younger generation of magi have heeded. The domus magna of House Jerbiton is Valnastium, in the Tribunal of the Greater Alps. Two historically important Primi were Petrus, in the tenth century, who advocated life within mundane communities, and Mattieus, in the twelfth, who believed that Jerbiton should live with other magi and serve as their ambassadors to the mundanes. These two philosophies remain strong within the House.&lt;br /&gt;
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Members of House Jerbiton are trained in mundane study, the arts, and politics, and the House is held together by these common interests. The House is not tightly organized, and its magi group themselves into leagues based on a common interest. A maga may join many leagues, to find companionship with other magi who share her interests. Examples of leagues include The Gastronomers, who cooperate to hold a lavish party every year (this is a very popular league, and has members from other Houses), The Silent Ones, who are led by a magus of House Bonisagus and seek to remove the need for words and gestures from Hermetic magic, and The Humble Brethren, who work to subtly influence the College of Cardinals and ensure that no-one with strong anti-magic opinions is elected Pope.&lt;br /&gt;
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Fortunata of Jerbiton was a powerful spirit master of the eleventh century who defeated many non-Hermetic enemies and gathered knowledge and power from many Mysteries. She was forced into exile by Hermetic enemies, and disappeared into Final Twilight shortly after 1120. Her writings are rumored to contain information on how to gain the power that she had (&#039;&#039;&#039;&#039;&#039;see Legends of Hermes, Chapter Three&#039;&#039;&#039;&#039;&#039; for more information).&lt;br /&gt;
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In the present, Archmagus Mathieus of Constantinople, who is named for the city where he was trained but has lived in Paris for many years, is known for having given up the study of magic as not worth his time. For many years he seemed to have no purpose in life, but since the fall of Constantinople he has become much more active (&#039;&#039;&#039;&#039;&#039;see The Lion and the Lily, page 87&#039;&#039;&#039;&#039;&#039;). Archmagus Edward of Milton, on the other hand, is famed for heading the covenant of Schola Pythagoranis in Cambridge, which claims to have served as the nucleus for the new university in that town (&#039;&#039;&#039;&#039;&#039;see Art and Academe, page 112&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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=== House Mercere ===&lt;br /&gt;
The founder of this House lost his magical powers but remained involved in the Order. He assumed a non-magical role valuable to other magi — that of messenger. His followers continue to fulfill that role. All members of House Mercere (mare-KAY-ray, or mare-SARE in vulgar Latin), regardless of whether they possess The Gift, are officially recognized as magi of the Order. Even unGifted Mercere spend 15 years in apprenticeship like other magi. &lt;br /&gt;
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Followers of Mercere are more commonly known as Redcaps because of the headgear they wear as a badge of office. Redcaps are permitted to attend Hermetic Tribunals, but by convention they only vote if they have The Gift. Some unGifted Mercere have powerful supernatural abilities, which are generally attributed to descent from the heroes of classical myth. Whatever the truth of that, these Redcaps are particularly respected within the House.&lt;br /&gt;
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House Mercere is a true lineage. Mercere trained two apprentices before he lost his Gift, and thus there is a small Gifted tradition in this House, which is composed almost entirely of blood descendants of Mercere. Many magi of this House have had a strong interest in the magic of the ancient Cult of Mercury.&lt;br /&gt;
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The most famous member of House Mercere, apart from the Founder himself, is Belin, Mercere’s last apprentice. She was renowned for her devotion to the Order and her dedication to getting messages to their destination, and despite having no Gift she is, even today, held up as an ideal in the House.&lt;br /&gt;
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The Prima of House Mercere is Insatella, an unGifted Redcap who inherited the role from her father and skillfully manages the affairs of all Mercere from the domus magna at Harco, in the Roman Tribunal. As she does not have The Gift, she tries to stay out of Hermetic politics as far as possible, thus reinforcing the House’s reputation for neutrality.&lt;br /&gt;
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=== House Merinita ===&lt;br /&gt;
This House is focused on the world of faeries, and its members tend to be just as strange as the creatures they study. Merinita (meh-rih-NEE-tah) magi frequently remain isolated, having little to do with the rest of the Order, except to defend faeries from the assaults of other magi. Those of this House eschew the merely mortal, and seek answers within the mysterious world of Arcadia.&lt;br /&gt;
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Although the House was founded by Merinita, she herself was not particularly interested in faeries. This was the work of her first apprentice, Quendalon, who had been raised among faeries and had always believed that they had much to offer. Merinita disappeared at the end of the eighth century, and soon after Quendalon announced that he was going to study with the faeries, leaving Merinita’s second apprentice, Myanar, in charge of the House.&lt;br /&gt;
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Quendalon returned two years later, his eyes replaced by rubies, and announced a new direction for the House. This was resisted by Myanar, and war broke out within the House. Ultimately, Quendalon was victorious, and the Merinita turned to the study of faerie. Quendalon served as Primus, at least in name, until the end of the tenth century, although he had little contact with his House in the latter half of that century. Some magi even now suspect that the returned Quendalon was actually a faerie.&lt;br /&gt;
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The current Primus is Handri, who lives at the domus magna of Irencillia in the Rhine Tribunal. The previous Prima, Vinaria, also lives there. In 1202, she vanished much as Quendalon had done, leaving Handri in charge. However, when Vinaria returned in 1209, she made no moves to regain control of the House, and still lives quietly at Irencillia (&#039;&#039;&#039;&#039;&#039;see Guardians of the Forests, page 104&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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Lucian the Scholar is an elder magus who lives in the covenant of Aegea, on the floor of the Aegean Sea in the Theban Tribunal. He is renowned for his deep knowledge of the literary traditions of the Byzantine Empire and ancient Greece, and is rumored to have been Initiated into secrets of story magic (&#039;&#039;&#039;&#039;&#039;see The Sundered Eagle, page 81&#039;&#039;&#039;&#039;&#039;). Dama, the Praeco of the Provençal Tribunal, was born in 993. She fell into Twilight in 1061, but emerged 19 years later, and remains active today. She is one of only two members of the covenant of Mimizan, and is rumored to lead a Mystery Cult that is not part of House Merinita (&#039;&#039;&#039;&#039;&#039;see Faith &amp;amp; Flame, pages 29 and 64&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;House Merinita is a Mystery Cult, and magi of Merinita are all initiated into the Outer Mystery of Faerie Magic (see page @@).&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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=== House Tremere ===&lt;br /&gt;
Members of House Tremere (tray-MARE-ay or tray-MARE) emphasize the importance of judgment, strategy, and detailed planning. They believe in respect for superiors and in asserting authority over minions. Dignity is of the utmost concern.&lt;br /&gt;
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House Tremere is considered one of the more sensible and stable Houses, providing strength and courage when needed and refraining from action when peace better serves the Order.&lt;br /&gt;
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House Tremere is a true lineage. All of its members can trace a chain back through their masters and their masters&#039; masters, and so on, back to Tremere the Founder. It is not possible to join the House from outside. Certamen, a safe method of magical dueling between magi, was invented by Tremere the Founder, and his House retains a great deal of interest in it.&lt;br /&gt;
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In addition, Tremere magi hold their filii&#039;s voting sigils (&#039;&#039;&#039;&#039;&#039;see page @@&#039;&#039;&#039;&#039;&#039;) until the filius beats the parens in certamen, or until the parens dies. If a Tremere magus who does not hold his own sigil trains an apprentice, the new magus&#039;s sigil is held by the parens of the training magus, assuming that that magus holds his own sigil. If he does not, the sigil is passed back up the chain until it reaches a magus who does hold his own sigil. As a result of this custom, House Tremere&#039;s votes are concentrated in a very limited number of hands.&lt;br /&gt;
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The domus magna is Coeris, in the Transylvanian Tribunal, and the Prima is Poena. She is said to know the names, magical strengths, and preferences of every member of her House, and of any other magus she thinks may be of use. Whatever the truth of that, she certainly manages the projects of the whole House with unusual efficiency (&#039;&#039;&#039;&#039;&#039;see Against the Dark, page 21&#039;&#039;&#039;&#039;&#039;). The House’s second-in-command (unlike other Houses, Tremere actually has such a post) is Archmaga Monica Ierne, a maga originally from the Stonehenge Tribunal and a master of combat magic. She is unsuited to the post of Prima, and has publicly acknowledged this, but she is an excellent field commander (&#039;&#039;&#039;&#039;&#039;see Against the Dark, page 30&#039;&#039;&#039;&#039;&#039;). Archmagus Stentorius is exactly what other magi think of when they imagine an older, powerful member of House Tremere. He is the leader of Fengheld, the largest covenant in the Rhine Tribunal, and holds three-fifths of the sigils of the Tremere magi of that Tribunal, as well as commanding the House there. Even in a Tribunal that holds the domus magnae and Primi of Houses Bonisagus, Bjornaer, and Merinita, he may hold more political power than any other individual magus or maga (&#039;&#039;&#039;&#039;&#039;see Guardians of the Forests, page 84&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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=== House Tytalus ===&lt;br /&gt;
The philosophy of Tytalus (TIE-tah-loos) magi is to master all forms of conflict. To this end, they promote innovation in all sorts of contests. They do not feel alive unless they are in a constant state of struggle, perpetually testing the strengths and weaknesses of others.&lt;br /&gt;
&lt;br /&gt;
House Tytalus is almost the opposite of House Tremere. Where the Tremere believe in stability and respect for elders, Tytalus magi believe in constant change, and in challenging your elders repeatedly until you can finally win. The Founders of the two Houses were trained by the same wizard, Guorna the Fetid, and often fought over their contrasting visions of how to live.&lt;br /&gt;
&lt;br /&gt;
In their never-ending search for conflict, the leaders of House Tytalus went too far in the 10th century, falling prey to demonic machinations. Those masters of intrigue arrogantly believed they could master the dark forces, but despite their skill, were unable to outwit Hell. The leaders were executed for their crime of diabolism, and House Tytalus has been distrusted ever since. This has not been helped by the fact that two magi, Buliste and Harpax, both claim to be Primus (or Prima, in Buliste’s case). Buliste was the ninth Prima, but passed into Twilight. Harpax then claimed the right to be tenth Primus. However, Buliste emerged from Twilight, and refused to acknowledge his position; he, of course, refused to yield. The two are still fighting for control of the House, and of its domus magna, Fudarus, in the Normandy Tribunal (&#039;&#039;&#039;&#039;&#039;see The Lion and the Lily, page 41&#039;&#039;&#039;&#039;&#039;). The magi of House Tytalus choose sides, but most of them seem to do so simply for the sake of the challenge, and not because they have any real loyalty to one or the other.&lt;br /&gt;
&lt;br /&gt;
=== House Verditius ===&lt;br /&gt;
Magi of House Verditius (ware-DEE-tee-oos) have unsurpassed skill at creating enchanted items, making them invaluable to other magi and non-Gifted persons.&lt;br /&gt;
&lt;br /&gt;
Almost all, unfortunately, have also inherited their founder&#039;s magical Flaw, making them unable to cast Formulaic spells without the aid of casting tools. Followers of Verditius are sometimes considered inferior to other magi because of this weakness. They do not measure themselves by this standard, however, seeing themselves as superior to other magi — this hubris is a side effect of the Inner Mysteries of their House.&lt;br /&gt;
While the Code forbids magi to sell enchanted items to mundanes, the mundane employees of magi may do so, and almost all magi of this House have such associates, known as venditores. The magi sell items directly to other magi, of course, and can become wealthy in both magical and mundane terms.&lt;br /&gt;
&lt;br /&gt;
Magi of House Verditius often become involved in vendettas with other magi of their House, antagonizing each other until one admits that the other is superior. As that is rare, vendettas tend to last a long time. The House believes that such contests are honorable and admirable, but magi of other Houses may not agree. These vendettas reflect the politically fragmented nature of the House, in which the Primus is the only official position.&lt;br /&gt;
&lt;br /&gt;
Every eighteen years, the House holds a grand Contest, at which enchanted items are judged to determine the best created since the previous Contest. Every magus of the House is allowed to enter a single item, and many magi spend years preparing their entries.&lt;br /&gt;
&lt;br /&gt;
The Primus of House Verditius is chosen by strict primogeniture: the eldest living filius of the previous Primus becomes Primus. There is almost no opposition to this in the House, as most magi do not care who their Primus is, and appreciate a system that means they need not worry about choosing a new one. The current Primus is Stouritus, who does not live at the domus magna of Verdi in the Roman Tribunal. He is a member of the covenant of Ingasia in the Theban Tribunal, and would like it to become the domus magna so that there would be no need for him to move (&#039;&#039;&#039;&#039;&#039;see The Sundered Eagle, page 86&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;House Verditius is a Mystery Cult, and all members are initiated into the Outer Mystery of Verditius Magic. (See page @@)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20031</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20031"/>
		<updated>2024-11-24T23:31:20Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Faith &amp;amp; Flame - The Provençal Tribunal Conversion Progress */ Progress on chap 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4.5%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
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=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
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=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
==World Books==&lt;br /&gt;
&lt;br /&gt;
==Scenarios Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Two: A Cardinal Decision|Chapter Two: A Cardinal Decision]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Three: The City of Brass|Chapter Three: The City of Brass]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Four: Encroaching Dominion|Chapter Four: Encroaching Dominion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Five: Eustace the Monk|Chapter Five: Eustace the Monk]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Six: A Gathering Storm|Chapter Six: A Gathering Storm]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20030</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20030"/>
		<updated>2024-11-24T23:29:42Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Faith &amp;amp; Flame - The Provençal Tribunal Conversion Progress */ Putting the correct attritbution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4.5%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 33%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix A: Immortal Magi|Chapter Appendix A: Immortal Magi]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
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| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
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| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
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| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2.5%&lt;br /&gt;
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| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
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| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
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=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
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==Tribunals Books==&lt;br /&gt;
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=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
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| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
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=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
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==World Books==&lt;br /&gt;
&lt;br /&gt;
==Scenarios Books==&lt;br /&gt;
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=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Tales of Power Chapter Two: A Cardinal Decision|Chapter Two: A Cardinal Decision]]&lt;br /&gt;
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| [[Tales of Power Chapter Three: The City of Brass|Chapter Three: The City of Brass]]&lt;br /&gt;
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| [[Tales of Power Chapter Four: Encroaching Dominion|Chapter Four: Encroaching Dominion]]&lt;br /&gt;
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| [[Tales of Power Chapter Five: Eustace the Monk|Chapter Five: Eustace the Monk]]&lt;br /&gt;
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| [[Tales of Power Chapter Six: A Gathering Storm|Chapter Six: A Gathering Storm]]&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Faith_%26_Flame_-_The_Proven%C3%A7al_Tribunal_Chapter_Five:_Gascony&amp;diff=20029</id>
		<title>Faith &amp; Flame - The Provençal Tribunal Chapter Five: Gascony</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Faith_%26_Flame_-_The_Proven%C3%A7al_Tribunal_Chapter_Five:_Gascony&amp;diff=20029"/>
		<updated>2024-11-24T23:28:37Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The Way of St. James ===&lt;br /&gt;
=== Infernal Influence ===&lt;br /&gt;
== Bordeaux ==&lt;br /&gt;
=== Bazas ===&lt;br /&gt;
=== Blaye ===&lt;br /&gt;
=== The Médoc ===&lt;br /&gt;
==== Blanquefort ====&lt;br /&gt;
==== Soulac ====&lt;br /&gt;
==== Dolmens ====&lt;br /&gt;
==== Rosefleur ====&lt;br /&gt;
=== Knightly Matters ===&lt;br /&gt;
==== Knights Templar ====&lt;br /&gt;
==== Knights Hospitallier ====&lt;br /&gt;
==== Knights of St. James of the Sword ====&lt;br /&gt;
=== Langon ===&lt;br /&gt;
=== Marmande ===&lt;br /&gt;
== Auch ==&lt;br /&gt;
=== Agen ===&lt;br /&gt;
=== La Romieu ===&lt;br /&gt;
== Bayonne ==&lt;br /&gt;
== Mimizan ==&lt;br /&gt;
=== Magi of Mimizan ===&lt;br /&gt;
=== Pau ===&lt;br /&gt;
=== Tarbes ===&lt;br /&gt;
=== Lourdes ===&lt;br /&gt;
== Castra Solis ==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A flaming yellow sun&lt;br /&gt;
&lt;br /&gt;
When the Christian wizard known only as Kaeso joined House Flambeau in 809, his base of power was an ancient underground temple to Mithras in the hills along the river Garonne. He and many of his followers lived nearby throughout the early years of Hermetic history, though Kaeso attended Tribunal as a member of Val-Negra, and spent most of his time after joining the Order of Hermes in the Pyrenees with his master Apromor and the Founder Flambeau. There, under their guidance, Kaeso established an elite group of soldier-magi known as the Hoplites, originally named for their simple tactic of casting Pilum of Fire from behind a mighty Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Kaeso and his Hoplites sharpened their spears fighting against the sahirs of Iberia, joining others to take over for the Founder in 820. However, perhaps because of the creation of House Ex Miscellanea in the intervening years, this next generation of Flambeau warriors popularized the phrase “Join or Die,” with emphasis on “Join.” The First Hoplite, the merciful Kaeso, brought many former enemies over into House Flambeau. At some point during these years, Kaeso initiated into the inner circle of the Legion of Mithras, and so most of the other Hoplites and many of his new followers also joined the cult.&lt;br /&gt;
&lt;br /&gt;
Between 840 and 850, attacks on local villages increased, and certain isolated magi living in the interior of Gascony complained at Tribunal. By 850, the Flambeau magi of the region incorrectly believed that the so-called Order of Odin had reignited a war through the sudden series of raids on the western coast. They mistook the individual vitkir supporting their clans and relatives for members of a larger organization, all sharing an aggressive and unified vision, finding an enemy where there were merely raiders. Wrongly convinced of the scope of this danger, Kaeso returned to Bordeaux to fortify his temple with the full support of House Flambeau and his Hoplites. He established this new military base as a covenant called Castra Solis, or “encampment of the sun,” adopting as its symbol the image of the sun quartered into four parts.&lt;br /&gt;
&lt;br /&gt;
With little time for the Hermetic cohort to do more than prepare quick magical fortifications and throw together hurried structures, Bordeaux fell to the northern pagans two years later, and they now held the city. For the next five years, the Hoplites tried to decisively end the war with sheer force. However, in those early days of the Order, the limits of the Oath in regards to meddling with mundanes had not been thoroughly tested. The Flambeau were wary of attacking anyone but the rival magicians and those of their followers who were clearly their enemies. Setting fire to the occupied city, for example, was out of the question. Unfortunately, the wily rune wizards amongst the vikings were very accomplished at setting traps and ambushing the magi, killing many Hoplites in early snares, including Kaeso.&lt;br /&gt;
&lt;br /&gt;
In 855, the remaining Flambeau magi decided that a counterstrike against the invaders required a more secure base. Bordeaux’s proximity to the front lines demanded that they establish a fortified covenant further north in Anjou, known as Sinapis. Castra Solis remained a mobile collection of tents, from which the Flambeau magi could strike quickly, but Sinapis became a more traditional Hermetic stronghold. To outsiders, Castra Solis appeared to be an extension of Sinapis, rather than the other way around.&lt;br /&gt;
&lt;br /&gt;
The supposed war of magi versus vitkir in southern France smoldered more than 120 years, although the mundanes chronicled it as a series of raids, rather than an established occupying force. At the Grand Tribunal of 997, the Hoplites announced the eradication of the vikings from the Tribunal. In summary, they reported that the rune wizards and their Danish troops established three significant settlements on the coast, and all three were burned to the ground. Meanwhile, the Hoplites established many outposts for seeking out the rune wizards, where they cast an &#039;&#039;Aegis of the Hearth&#039;&#039; to create a safe place from which to fight. Some of these redoubts later became full-fledged covenants, although their wartime origins left them considered extensions of Castra Solis. One such example is the tower at Mimizan.&lt;br /&gt;
&lt;br /&gt;
The idea of Hoplites as elite fighting magi specialized in dealing with other wizards became widespread during these battles, and they soon spread outside of the West Frankish and Iberian Tribunals. They also ceased to be primarily associated with the veneration of Mithras, although many of them continued to be. These many years of battle brought magi from several other Houses into the ranks of the Hoplites, so they were no longer exclusively considered a division of House Flambeau. Many of these recruits were powerful magi from Houses Tremere and Guernicus, but also included a few outliers such as a particularly influential Greek maga of House Merinita. Although they were especially affected by the attacks, and in fact lost several of their members in raids by the invaders, the magi of House Diedne did not participate in the war. The growing piety of the Mithraeans at Castra Solis during the many years of fighting “the pagans,” as the invaders were called, caused the Diedne to feel they could not join without betraying their religious strictures. This probably increased the suspicion prominent Hoplites harbored for the Diedne; regardless, the Schism War began only a few years later.&lt;br /&gt;
&lt;br /&gt;
In the opening salvo of hostilities, Diedne saboteurs compromised Val-Negra after capturing the Mercere Portal network at Harco, beginning a fearsome assault. The Flambeau Primus, himself a Hoplite of some distinction during the previous war, returned to Castra Solis to command the House’s efforts, seemingly abandoning Val-Negra. Even many years after its foundation, Castra Solis was still more military camp than covenant, and a perfect location from which to coordinate strikes against the many covenants they had spent the last century defending. Most of the Gascon Diedne fled, abandoning their sites and in many cases setting them afire before they could be taken by their former sodales.&lt;br /&gt;
&lt;br /&gt;
For the first time since the founding of the Order, Castra Solis experienced a period of rest and recovery after the Diedne’s defeat. The new Primus of House Flambeau continued to live there, and began improvements. When the Normandy Tribunal divided in 1103, Castra Solis led the faction joining the newly-expanded Provençal Tribunal. Along with them came the magi of Sinapis, who abandoned their previous site to join the domus magna, as well as other smaller covenants in the area, including Mimizan. Since then, Castra Solis has remained stable and a powerful political force in Gascony and the Provençal Tribunal.&lt;br /&gt;
&lt;br /&gt;
=== The Magi ===&lt;br /&gt;
Home to seventeen magi, most magi of Castra Solis belong to House Flambeau. They range in age from newly gauntleted magi to elderly, frail magi like Garus, the Primus. In the last twenty years, two older magi living at the covenant have died, both of them members of House Guernicus (and the Chief Quaesitor of the Tribunal at the time), and both of them younger than Garus — but everyone is reasonably certain he is next, including him. Beatrice, the acting Chief Quaesitor, is nominally a member of this covenant, but has been spending her time in Arelat, at the Coenobium.&lt;br /&gt;
&lt;br /&gt;
==== Garus of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 135 (apparent age: 80)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits&#039;&#039;&#039;: Political +3, Steadfast +2, Mentoring +1&lt;br /&gt;
Garus has always been very interested in the politics of the region, and his time as Primus of House Flambeau has brought about a great change in its focus and direction. Born and apprenticed in England, he came to Gascony in 1155, immediately after Henry’s marriage to Eleanor of Aquitaine. When Vancasitum, the previous &lt;br /&gt;
Primus, disappeared in the latter years of the twelfth century, Garus won the primacy due largely to the support of the milites, the Flambeau Hoplites who continued to live at Castra Solis after each of the wars. Under Garus’s influence, they began to think of themselves more as knights in service to their liege.&lt;br /&gt;
&lt;br /&gt;
==== Marcus Minor of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 119 (apparent age: 60)&lt;br /&gt;
* &#039;&#039;&#039;Personnality Traits&#039;&#039;&#039;: Pious +3, Charismatic +3, Crafty +2&lt;br /&gt;
The next most senior magus is Marcus Minor of Flambeau (so named because at one time there was an elder Marcus living here, who went by Marcus Major). Charismatic and pious, he is the primary Mystagogue of the Legion of Mithras cult at Castra Solis. Insiders know that Marcus and his followers are the true leaders of the covenant. Garus is not even part of the inner circle of the Legion; he has devoted too much of his life to the Provençal political landscape and supporting his milites. Marcus has continued to support the Legion’s traditional Christian focus, and because of his influence the warrior magi at Castra Solis have come to feel something like members of a holy order of knights.&lt;br /&gt;
&lt;br /&gt;
==== Troya of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 53 (apparent age: 40)&lt;br /&gt;
* &#039;&#039;&#039;Personnality Traits&#039;&#039;&#039;:  Bold +3, Considerate of horses +3, Proud +2, Curious +1&lt;br /&gt;
Another established magus of note is Troya of Flambeau, who has devoted her life at Castra Solis to the study of magical mounts, particularly horses. She keeps a stable of equine beasts specially bred and trained to tolerate Gifted riders, using techniques she has discussed with other like-minded magi in Hibernia via correspondence. The horses learn maneuvers particularly useful for magi in battle, such as charges and leaps, allowing the rider to cast Touch range spells on a target or grab hair to be used as an Arcane Connection and then retreat quickly. Many of her spells transform both horse and rider into another shape simultaneously. Tradition holds that most of her animals descend from the same stock as Bayard, the magical horse given to Renaud de Montebaun by his cousin Maugris the enchanter, four hundred years before.&lt;br /&gt;
&lt;br /&gt;
==== Marie of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 113 (apparent age: 45)&lt;br /&gt;
* &#039;&#039;&#039;Personnality Traits&#039;&#039;&#039;:  Unaging +3, Political +3, Artistic +2&lt;br /&gt;
Marie of Merinita, Filia Dama, lives in Poitiers in a manor house officially considered part of Castra Solis, even though it is within the lands typically considered part of the Normandy Tribunal. She attends Tribunal in Provence, and is actively seeking to extend the border of the Provençal Tribunal by spreading the culture and language of southern France throughout Aquitaine.&lt;br /&gt;
&lt;br /&gt;
Dama trained Marie as her single apprentice about a hundred years ago. In 1220, she is quite a famous figure within House Merinita. Marie of Merinita, who sometimes calls herself Marie of France, is a headstrong and independent maga who has managed to avoid being fully coopted by her mater, mostly because she became enamored of Eleanor of Aquitaine. She idolized the former queen, seeing herself as a twin sister or Hermetic analogue, despite the possibility the queen never even knew who she was. Marie claims to have accompanied Eleanor on the Second Crusade, participating in her bare-breasted Amazonian procession, serving as her magical bodyguard and protecting the queen with her Parma Magica. She also claims she accompanied the young queen on the journey back to Aquitaine after the annulment of her marriage to Louis. She believes she traveled to England once Eleanor married King Henry and attended her court, and even wrote many romances and fables to entertain the nobles while there. However, it is possible none of this actually happened; Marie may have followed a faerie queen in Arcadia who resembled Eleanor and harvests vitality from the many stories about her. When Eleanor died, Marie returned to Poitu and now grieves her loss. She turned to Hermetic politics and dedicated herself to bringing the rest of Aquitaine into the Provençal Tribunal. Marie has Faerie Blood and achieved the second level of initiation of the Maters and Matrones before departing. This enables her to initiate others and perform ceremonies, though she rarely does. She has trained several apprentices, who have since gone abroad into Mythic Europe. Dama wants her to become a matron, and strives to convince her to take the next step, but Marie remains mostly a disappointment to Dama. For Marie, Dama was her harsh instructor and taskmistress, and the relationship is cold. She has a greater respect for Eleanor than she ever will for Dama.&lt;br /&gt;
&lt;br /&gt;
==== Beatrice of Guernicus, (Presumed) Chief Quaesitor ====&lt;br /&gt;
A troubled woman, Beatrice is genuinely determined to do right, but with the crusade and all the deep hostility in the Tribunal, it is not clear any more what that is. Her pater was the previous Chief Quaesitor, Tibaut, and it is assumed that she will take over for him. She is young for Chief Quaesitor, since her predecessor died of old age just last year (as did his predecessor five years before, though he was even older than her pater), and would probably like to pass her authority to another member of her House if a better candidate appears. She is registered as part of the covenant of Castra Solis, but she has taken to spending all her time in the Arelat of late, possibly because of a falling out with the Primus of House Flambeau or the leaders of one of the Hermetic organizations based there.&lt;br /&gt;
&lt;br /&gt;
=== The Covenant ===&lt;br /&gt;
Since the Schism War, the covenant has been made to resemble a wealthy manor house or Roman villa, perched in the limestone hills located about halfway between Bordeaux and La Reole along the River Garonne. Many vineyards and fields surround the site, but these do not produce wine or wheat, and instead serve as tourney fields for the many events House Flambeau sponsors. The Magic aura surrounding the covenant only has a strength of 3. Castra Solis does not have a Mercere Portal, as the Primus never felt it needed one. It has a fine library with a focus on military subjects, and many enchanted devices available to defend the House when necessary. (For more information about the library or some of these devices, see [[Houses of Hermes: Societates Chapter Two: House Flambeau|Houses of Hermes: Societates]])&lt;br /&gt;
&lt;br /&gt;
At the base of the cliffs below the covenant is a riverside network of caves, protected by its Aegis and also warded against intruders. These oyster-encrusted arches lead upwards a short way to a large underground temple, Kaeso’s mithraeum. Or rather, it is the cave most Flambeau believe to be his ancient Roman temple to Mithras. In fact, the true temple actually sits directly beneath the city of Bordeaux (see Bordeaux, earlier in this chapter). This replica was built when Bordeaux fell into enemy hands, and the other remained secret to ensure its power endured undiminished.&lt;br /&gt;
&lt;br /&gt;
Influence of the Christian milites and other pious magi living at Castra Solis over the years has given the Mithraic temple beneath the covenant a Divine aura of 4. Essentially a church, the services conducted here for the younger initiates of the Legion are very similar to the sacraments, including baptism, communion, and last rites. Hidden stairs lead from the covenant’s library to the chambers behind the temple. A series of tombs, where the bodies of fallen milites rest honorably in the holy ground, also occupies the caves. Former Flambeau Primus Entisimon is buried there, though Kaeso is not.&lt;br /&gt;
&lt;br /&gt;
== The Serpent&#039;s Venom ==&lt;br /&gt;
=== Fruit and Seeds ===&lt;br /&gt;
==== Sins of the Past ====&lt;br /&gt;
==== Schemes of the Present ====&lt;br /&gt;
&lt;br /&gt;
{{OpenArs Attribution}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Faith_%26_Flame_-_The_Proven%C3%A7al_Tribunal_Chapter_Five:_Gascony&amp;diff=20028</id>
		<title>Faith &amp; Flame - The Provençal Tribunal Chapter Five: Gascony</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Faith_%26_Flame_-_The_Proven%C3%A7al_Tribunal_Chapter_Five:_Gascony&amp;diff=20028"/>
		<updated>2024-11-24T23:27:33Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Creating the page for reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The Way of St. James ===&lt;br /&gt;
=== Infernal Influence ===&lt;br /&gt;
== Bordeaux ==&lt;br /&gt;
=== Bazas ===&lt;br /&gt;
=== Blaye ===&lt;br /&gt;
=== The Médoc ===&lt;br /&gt;
==== Blanquefort ====&lt;br /&gt;
==== Soulac ====&lt;br /&gt;
==== Dolmens ====&lt;br /&gt;
==== Rosefleur ====&lt;br /&gt;
=== Knightly Matters ===&lt;br /&gt;
==== Knights Templar ====&lt;br /&gt;
==== Knights Hospitallier ====&lt;br /&gt;
==== Knights of St. James of the Sword ====&lt;br /&gt;
=== Langon ===&lt;br /&gt;
=== Marmande ===&lt;br /&gt;
== Auch ==&lt;br /&gt;
=== Agen ===&lt;br /&gt;
=== La Romieu ===&lt;br /&gt;
== Bayonne ==&lt;br /&gt;
== Mimizan ==&lt;br /&gt;
=== Magi of Mimizan ===&lt;br /&gt;
=== Pau ===&lt;br /&gt;
=== Tarbes ===&lt;br /&gt;
=== Lourdes ===&lt;br /&gt;
== Castra Solis ==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A flaming yellow sun&lt;br /&gt;
&lt;br /&gt;
When the Christian wizard known only as Kaeso joined House Flambeau in 809, his base of power was an ancient underground temple to Mithras in the hills along the river Garonne. He and many of his followers lived nearby throughout the early years of Hermetic history, though Kaeso attended Tribunal as a member of Val-Negra, and spent most of his time after joining the Order of Hermes in the Pyrenees with his master Apromor and the Founder Flambeau. There, under their guidance, Kaeso established an elite group of soldier-magi known as the Hoplites, originally named for their simple tactic of casting Pilum of Fire from behind a mighty Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Kaeso and his Hoplites sharpened their spears fighting against the sahirs of Iberia, joining others to take over for the Founder in 820. However, perhaps because of the creation of House Ex Miscellanea in the intervening years, this next generation of Flambeau warriors popularized the phrase “Join or Die,” with emphasis on “Join.” The First Hoplite, the merciful Kaeso, brought many former enemies over into House Flambeau. At some point during these years, Kaeso initiated into the inner circle of the Legion of Mithras, and so most of the other Hoplites and many of his new followers also joined the cult.&lt;br /&gt;
&lt;br /&gt;
Between 840 and 850, attacks on local villages increased, and certain isolated magi living in the interior of Gascony complained at Tribunal. By 850, the Flambeau magi of the region incorrectly believed that the so-called Order of Odin had reignited a war through the sudden series of raids on the western coast. They mistook the individual vitkir supporting their clans and relatives for members of a larger organization, all sharing an aggressive and unified vision, finding an enemy where there were merely raiders. Wrongly convinced of the scope of this danger, Kaeso returned to Bordeaux to fortify his temple with the full support of House Flambeau and his Hoplites. He established this new military base as a covenant called Castra Solis, or “encampment of the sun,” adopting as its symbol the image of the sun quartered into four parts.&lt;br /&gt;
&lt;br /&gt;
With little time for the Hermetic cohort to do more than prepare quick magical fortifications and throw together hurried structures, Bordeaux fell to the northern pagans two years later, and they now held the city. For the next five years, the Hoplites tried to decisively end the war with sheer force. However, in those early days of the Order, the limits of the Oath in regards to meddling with mundanes had not been thoroughly tested. The Flambeau were wary of attacking anyone but the rival magicians and those of their followers who were clearly their enemies. Setting fire to the occupied city, for example, was out of the question. Unfortunately, the wily rune wizards amongst the vikings were very accomplished at setting traps and ambushing the magi, killing many Hoplites in early snares, including Kaeso.&lt;br /&gt;
&lt;br /&gt;
In 855, the remaining Flambeau magi decided that a counterstrike against the invaders required a more secure base. Bordeaux’s proximity to the front lines demanded that they establish a fortified covenant further north in Anjou, known as Sinapis. Castra Solis remained a mobile collection of tents, from which the Flambeau magi could strike quickly, but Sinapis became a more traditional Hermetic stronghold. To outsiders, Castra Solis appeared to be an extension of Sinapis, rather than the other way around.&lt;br /&gt;
&lt;br /&gt;
The supposed war of magi versus vitkir in southern France smoldered more than 120 years, although the mundanes chronicled it as a series of raids, rather than an established occupying force. At the Grand Tribunal of 997, the Hoplites announced the eradication of the vikings from the Tribunal. In summary, they reported that the rune wizards and their Danish troops established three significant settlements on the coast, and all three were burned to the ground. Meanwhile, the Hoplites established many outposts for seeking out the rune wizards, where they cast an &#039;&#039;Aegis of the Hearth&#039;&#039; to create a safe place from which to fight. Some of these redoubts later became full-fledged covenants, although their wartime origins left them considered extensions of Castra Solis. One such example is the tower at Mimizan.&lt;br /&gt;
&lt;br /&gt;
The idea of Hoplites as elite fighting magi specialized in dealing with other wizards became widespread during these battles, and they soon spread outside of the West Frankish and Iberian Tribunals. They also ceased to be primarily associated with the veneration of Mithras, although many of them continued to be. These many years of battle brought magi from several other Houses into the ranks of the Hoplites, so they were no longer exclusively considered a division of House Flambeau. Many of these recruits were powerful magi from Houses Tremere and Guernicus, but also included a few outliers such as a particularly influential Greek maga of House Merinita. Although they were especially affected by the attacks, and in fact lost several of their members in raids by the invaders, the magi of House Diedne did not participate in the war. The growing piety of the Mithraeans at Castra Solis during the many years of fighting “the pagans,” as the invaders were called, caused the Diedne to feel they could not join without betraying their religious strictures. This probably increased the suspicion prominent Hoplites harbored for the Diedne; regardless, the Schism War began only a few years later.&lt;br /&gt;
&lt;br /&gt;
In the opening salvo of hostilities, Diedne saboteurs compromised Val-Negra after capturing the Mercere Portal network at Harco, beginning a fearsome assault. The Flambeau Primus, himself a Hoplite of some distinction during the previous war, returned to Castra Solis to command the House’s efforts, seemingly abandoning Val-Negra. Even many years after its foundation, Castra Solis was still more military camp than covenant, and a perfect location from which to coordinate strikes against the many covenants they had spent the last century defending. Most of the Gascon Diedne fled, abandoning their sites and in many cases setting them afire before they could be taken by their former sodales.&lt;br /&gt;
&lt;br /&gt;
For the first time since the founding of the Order, Castra Solis experienced a period of rest and recovery after the Diedne’s defeat. The new Primus of House Flambeau continued to live there, and began improvements. When the Normandy Tribunal divided in 1103, Castra Solis led the faction joining the newly-expanded Provençal Tribunal. Along with them came the magi of Sinapis, who abandoned their previous site to join the domus magna, as well as other smaller covenants in the area, including Mimizan. Since then, Castra Solis has remained stable and a powerful political force in Gascony and the Provençal Tribunal.&lt;br /&gt;
&lt;br /&gt;
=== The Magi ===&lt;br /&gt;
Home to seventeen magi, most magi of Castra Solis belong to House Flambeau. They range in age from newly gauntleted magi to elderly, frail magi like Garus, the Primus. In the last twenty years, two older magi living at the covenant have died, both of them members of House Guernicus (and the Chief Quaesitor of the Tribunal at the time), and both of them younger than Garus — but everyone is reasonably certain he is next, including him. Beatrice, the acting Chief Quaesitor, is nominally a member of this covenant, but has been spending her time in Arelat, at the Coenobium.&lt;br /&gt;
&lt;br /&gt;
==== Garus of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 135 (apparent age: 80)&lt;br /&gt;
* &#039;&#039;&#039;Personality Traits&#039;&#039;&#039;: Political +3, Steadfast +2, Mentoring +1&lt;br /&gt;
Garus has always been very interested in the politics of the region, and his time as Primus of House Flambeau has brought about a great change in its focus and direction. Born and apprenticed in England, he came to Gascony in 1155, immediately after Henry’s marriage to Eleanor of Aquitaine. When Vancasitum, the previous &lt;br /&gt;
Primus, disappeared in the latter years of the twelfth century, Garus won the primacy due largely to the support of the milites, the Flambeau Hoplites who continued to live at Castra Solis after each of the wars. Under Garus’s influence, they began to think of themselves more as knights in service to their liege.&lt;br /&gt;
&lt;br /&gt;
==== Marcus Minor of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 119 (apparent age: 60)&lt;br /&gt;
* &#039;&#039;&#039;Personnality Traits&#039;&#039;&#039;: Pious +3, Charismatic +3, Crafty +2&lt;br /&gt;
The next most senior magus is Marcus Minor of Flambeau (so named because at one time there was an elder Marcus living here, who went by Marcus Major). Charismatic and pious, he is the primary Mystagogue of the Legion of Mithras cult at Castra Solis. Insiders know that Marcus and his followers are the true leaders of the covenant. Garus is not even part of the inner circle of the Legion; he has devoted too much of his life to the Provençal political landscape and supporting his milites. Marcus has continued to support the Legion’s traditional Christian focus, and because of his influence the warrior magi at Castra Solis have come to feel something like members of a holy order of knights.&lt;br /&gt;
&lt;br /&gt;
==== Troya of Flambeau ====&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 53 (apparent age: 40)&lt;br /&gt;
* &#039;&#039;&#039;Personnality Traits&#039;&#039;&#039;:  Bold +3, Considerate of horses +3, Proud +2, Curious +1&lt;br /&gt;
Another established magus of note is Troya of Flambeau, who has devoted her life at Castra Solis to the study of magical mounts, particularly horses. She keeps a stable of equine beasts specially bred and trained to tolerate Gifted riders, using techniques she has discussed with other like-minded magi in Hibernia via correspondence. The horses learn maneuvers particularly useful for magi in battle, such as charges and leaps, allowing the rider to cast Touch range spells on a target or grab hair to be used as an Arcane Connection and then retreat quickly. Many of her spells transform both horse and rider into another shape simultaneously. Tradition holds that most of her animals descend from the same stock as Bayard, the magical horse given to Renaud de Montebaun by his cousin Maugris the enchanter, four hundred years before.&lt;br /&gt;
&lt;br /&gt;
==== Marie of Merinita ====&lt;br /&gt;
* &#039;&#039;&#039;Age&#039;&#039;&#039;: 113 (apparent age: 45)&lt;br /&gt;
* &#039;&#039;&#039;Personnality Traits&#039;&#039;&#039;:  Unaging +3, Political +3, Artistic +2&lt;br /&gt;
Marie of Merinita, Filia Dama, lives in Poitiers in a manor house officially considered part of Castra Solis, even though it is within the lands typically considered part of the Normandy Tribunal. She attends Tribunal in Provence, and is actively seeking to extend the border of the Provençal Tribunal by spreading the culture and language of southern France throughout Aquitaine.&lt;br /&gt;
&lt;br /&gt;
Dama trained Marie as her single apprentice about a hundred years ago. In 1220, she is quite a famous figure within House Merinita. Marie of Merinita, who sometimes calls herself Marie of France, is a headstrong and independent maga who has managed to avoid being fully coopted by her mater, mostly because she became enamored of Eleanor of Aquitaine. She idolized the former queen, seeing herself as a twin sister or Hermetic analogue, despite the possibility the queen never even knew who she was. Marie claims to have accompanied Eleanor on the Second Crusade, participating in her bare-breasted Amazonian procession, serving as her magical bodyguard and protecting the queen with her Parma Magica. She also claims she accompanied the young queen on the journey back to Aquitaine after the annulment of her marriage to Louis. She believes she traveled to England once Eleanor married King Henry and attended her court, and even wrote many romances and fables to entertain the nobles while there. However, it is possible none of this actually happened; Marie may have followed a faerie queen in Arcadia who resembled Eleanor and harvests vitality from the many stories about her. When Eleanor died, Marie returned to Poitu and now grieves her loss. She turned to Hermetic politics and dedicated herself to bringing the rest of Aquitaine into the Provençal Tribunal. Marie has Faerie Blood and achieved the second level of initiation of the Maters and Matrones before departing. This enables her to initiate others and perform ceremonies, though she rarely does. She has trained several apprentices, who have since gone abroad into Mythic Europe. Dama wants her to become a matron, and strives to convince her to take the next step, but Marie remains mostly a disappointment to Dama. For Marie, Dama was her harsh instructor and taskmistress, and the relationship is cold. She has a greater respect for Eleanor than she ever will for Dama.&lt;br /&gt;
&lt;br /&gt;
==== Beatrice of Guernicus, (Presumed) Chief Quaesitor ====&lt;br /&gt;
A troubled woman, Beatrice is genuinely determined to do right, but with the crusade and all the deep hostility in the Tribunal, it is not clear any more what that is. Her pater was the previous Chief Quaesitor, Tibaut, and it is assumed that she will take over for him. She is young for Chief Quaesitor, since her predecessor died of old age just last year (as did his predecessor five years before, though he was even older than her pater), and would probably like to pass her authority to another member of her House if a better candidate appears. She is registered as part of the covenant of Castra Solis, but she has taken to spending all her time in the Arelat of late, possibly because of a falling out with the Primus of House Flambeau or the leaders of one of the Hermetic organizations based there.&lt;br /&gt;
&lt;br /&gt;
=== The Covenant ===&lt;br /&gt;
Since the Schism War, the covenant has been made to resemble a wealthy manor house or Roman villa, perched in the limestone hills located about halfway between Bordeaux and La Reole along the River Garonne. Many vineyards and fields surround the site, but these do not produce wine or wheat, and instead serve as tourney fields for the many events House Flambeau sponsors. The Magic aura surrounding the covenant only has a strength of 3. Castra Solis does not have a Mercere Portal, as the Primus never felt it needed one. It has a fine library with a focus on military subjects, and many enchanted devices available to defend the House when necessary. (For more information about the library or some of these devices, see [[Houses of Hermes: Societates Chapter Two: House Flambeau|Houses of Hermes: Societates]])&lt;br /&gt;
&lt;br /&gt;
At the base of the cliffs below the covenant is a riverside network of caves, protected by its Aegis and also warded against intruders. These oyster-encrusted arches lead upwards a short way to a large underground temple, Kaeso’s mithraeum. Or rather, it is the cave most Flambeau believe to be his ancient Roman temple to Mithras. In fact, the true temple actually sits directly beneath the city of Bordeaux (see Bordeaux, earlier in this chapter). This replica was built when Bordeaux fell into enemy hands, and the other remained secret to ensure its power endured undiminished.&lt;br /&gt;
&lt;br /&gt;
Influence of the Christian milites and other pious magi living at Castra Solis over the years has given the Mithraic temple beneath the covenant a Divine aura of 4. Essentially a church, the services conducted here for the younger initiates of the Legion are very similar to the sacraments, including baptism, communion, and last rites. Hidden stairs lead from the covenant’s library to the chambers behind the temple. A series of tombs, where the bodies of fallen milites rest honorably in the holy ground, also occupies the caves. Former Flambeau Primus Entisimon is buried there, though Kaeso is not.&lt;br /&gt;
&lt;br /&gt;
== The Serpent&#039;s Venom ==&lt;br /&gt;
=== Fruit and Seeds ===&lt;br /&gt;
==== Sins of the Past ====&lt;br /&gt;
==== Schemes of the Present ====&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20027</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20027"/>
		<updated>2024-11-24T22:51:37Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Tribunals Books */ Creation of F&amp;amp;F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4.5%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
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=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
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=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
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=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
==World Books==&lt;br /&gt;
&lt;br /&gt;
==Scenarios Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Two: A Cardinal Decision|Chapter Two: A Cardinal Decision]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Three: The City of Brass|Chapter Three: The City of Brass]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Four: Encroaching Dominion|Chapter Four: Encroaching Dominion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Five: Eustace the Monk|Chapter Five: Eustace the Monk]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Six: A Gathering Storm|Chapter Six: A Gathering Storm]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20026</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20026"/>
		<updated>2024-11-24T22:40:46Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Ars Magica Definitive Edition Rulebook Conversion Progress */ Chap. 12 progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4.5%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
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=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
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| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
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=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
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&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
==World Books==&lt;br /&gt;
&lt;br /&gt;
==Scenarios Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Two: A Cardinal Decision|Chapter Two: A Cardinal Decision]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Three: The City of Brass|Chapter Three: The City of Brass]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Four: Encroaching Dominion|Chapter Four: Encroaching Dominion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Five: Eustace the Monk|Chapter Five: Eustace the Monk]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Six: A Gathering Storm|Chapter Six: A Gathering Storm]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20025</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=20025"/>
		<updated>2024-11-24T22:35:39Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: /* Houses of Hermes: Mystery Cults Conversion Progress */ Chap. 4 progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Ars Magica products under the Ars Magica Open License that are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked entity that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Fifth Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
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| N/A&lt;br /&gt;
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&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4.5%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 47%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 33%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2.5%&lt;br /&gt;
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&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| N/A&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
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&lt;br /&gt;
=== [[Realms of Power: The Infernal|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
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100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
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&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita&amp;diff=20024</id>
		<title>Houses of Hermes: Mystery Cults Chapter Four: House Merinita</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita&amp;diff=20024"/>
		<updated>2024-11-24T22:33:47Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Finishing the chapter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InWorldCitation|When we admire nature, in fact we appreciate how her beauty resembles that of humanity. We admire a fine, healthy tree as we admire a stout yeoman of the forest; we see a face in the clouds and marvel at his moods. We see the nature of the world in human terms, and the Fair Folk are merely these fancies given form — the tree becomes the man, the cloud becomes the face — and to admire them is to admire the essential truth that is the foundation of their being. No, I have not abandoned nature: I simply visit her now through intermediaries.|Quendalon, first Primus of House Merinita}}&lt;br /&gt;
&lt;br /&gt;
{{InWorldCitation|Kill the traitor! Kill the imposter! Kill the changeling!|Myanar, former Prima of House Merinita}}&lt;br /&gt;
&lt;br /&gt;
Provocative, playful, secretive, sinister: like the beings with which they associate, House Merinita defies concise description. As no two faeries are exactly alike, no two members of the House are exactly the same. They learn magic to study and serve the fae, or placate and protect them, or perhaps command and coerce them. There is no unity in the association of these magi; they are a collection of individuals with a shared Hermetic history, little hierarchy or structure, and nothing but their wild assortment of Mysteries in common.&lt;br /&gt;
&lt;br /&gt;
These magi essentially serve two masters: the Magic and Faerie realms. They have The Gift and they practice Hermetic magic; yet they are drawn to the faeries, and appreciate their unpredictable and inspirational nature. Merinita magi thus maintain a delicate balance between this raw power of the wild unleashed, and the subtle charms and jinxes of Arcadian wonder. These are the secrets of the many cults that make up their House: theirs are the Mysteries of magic and faerie combined.&lt;br /&gt;
&lt;br /&gt;
The House is named for Merinita, the woman who swore the Hermetic Oath to Bonisagus and joined the Founders when they first assembled, but many consider her follower Quendalon to be the true force behind its identity, and some erroneously refer to him as one of the original Founders. Most “Merinitae” are not given to keeping meaningful records or histories, but they do famously appreciate stories, and some that concern the Founder and the history of the House are still told among magi who have an interest, by those who claim to have them from others who were there. One with great currency reports that Quendalon normally wore a heavy cloak with a hood that covered his eyes, and many Merinitae affect this garb on occasion.&lt;br /&gt;
&lt;br /&gt;
== Key Facts ==&lt;br /&gt;
* &#039;&#039;&#039;Population:&#039;&#039;&#039; 68&lt;br /&gt;
* &#039;&#039;&#039;Primus:&#039;&#039;&#039; [[Guardians of the Forest Chapter Ten: Bohemia#Handri, Primus of House Merinita|Handri]], a secretive man who shares his plans only with his most trusted advisers&lt;br /&gt;
* &#039;&#039;&#039;Domus Magna:&#039;&#039;&#039; [[Guardians of the Forest Chapter Ten: Bohemia#Irencillia|Irencillia]], in the Rhine Tribunal&lt;br /&gt;
* &#039;&#039;&#039;Favored Tribunals:&#039;&#039;&#039; The Rhine and Hibernia&lt;br /&gt;
* &#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Natura veritas unica&#039;&#039; (“nature is the only truth”) — most Merinitae interpret this as concerning the essential natures of things, rather than nature as a place or state.&lt;br /&gt;
* &#039;&#039;&#039;Symbol:&#039;&#039;&#039; Merinita’s sigil, an oak tree within a circle&lt;br /&gt;
&lt;br /&gt;
=== Famous Figures ===&lt;br /&gt;
* &#039;&#039;&#039;Merinita:&#039;&#039;&#039; Founder, introduced the enchantment that binds a familiar&lt;br /&gt;
* &#039;&#039;&#039;Quendalon:&#039;&#039;&#039; first Primus, discovered the faerie Mysteries&lt;br /&gt;
* &#039;&#039;&#039;Myanar:&#039;&#039;&#039; second Primus, disgraced, her line exiled&lt;br /&gt;
* &#039;&#039;&#039;Alsia:&#039;&#039;&#039; invented the ritual for temporary familiars&lt;br /&gt;
* &#039;&#039;&#039;Ambrosius:&#039;&#039;&#039; brought folk Mysteries to the House&lt;br /&gt;
* &#039;&#039;&#039;Pendule:&#039;&#039;&#039; helped his followers develop the illusion Mysteries&lt;br /&gt;
* &#039;&#039;&#039;Farrago:&#039;&#039;&#039; discovered three additional familiar cords&lt;br /&gt;
* &#039;&#039;&#039;Mendalus:&#039;&#039;&#039; argued for a return to Merinita’s ways&lt;br /&gt;
* &#039;&#039;&#039;Merinugalaudabila:&#039;&#039;&#039; renewed House interest in certamen&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Before the Order of Hermes was formed, Merinita was already well known, at least by reputation. It was said among other wizards of the time that a white-haired woman dressed in green traveled alone through the wild lands of Europe, often vanishing into the great forests without a trace of her passing, a woman without equal in nature magic. She could see everything that happened in these places, she knew every bird and beast that lived in them, she could take any shape she chose, and she could command the spirits of the very trees themselves. Yet she was not savage, according to those who had met her, but wise; a woods-woman and healer at home in the forest and perfectly attuned to the wild. She was also intensely shy, and said to only speak when absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Trianoma devoted an entire year to searching for Merinita, to invite her to come with her to meet Bonisagus and to join the Order of Hermes. Many times she approached one of the dark forests where Merinita was rumored to dwell and called out her proposal to the shadows of the trees, but never received an answer. Yet in 767, as the Founders gathered to discuss Trianoma’s vision, Merinita emerged from the forest and quietly joined their circle. Her reasons for joining were never clear; her followers say that she herself did not know why, but felt compelled by a will greater than her own, as if the forest itself required it of her.&lt;br /&gt;
&lt;br /&gt;
Merinita’s oath to the fledgling Order was binding, and she timidly went to Bonisagus to teach him some of her powers in return for his Parma Magica. According to the few surviving accounts, this was a tedious process, for though Merinita obviously knew a great deal, especially about healing and nurturing plants and living creatures, there was little that she could find to teach Bonisagus, either because she was unable to communicate her mystic understanding, because he had already adapted the ancient healing rituals she practiced into Magic Theory, or because she was unwilling to share all of her secrets.&lt;br /&gt;
&lt;br /&gt;
She eventually demonstrated the ability to join her mind, body, and spirit with an animal, and this was integrated into Hermetic teaching as the enchantment that binds a maga to her familiar. The first ever such creature was a great stag, summoned to Durenmar by Merinita. This beast, the maga tersely explained, was her kindred spirit, whose thoughts and feelings she shared. Magical cords bound him to her and her to him, and joined their hearts and minds as surely as if they were one person. She identified three cords that created this bond, though she indicated that there could be others.&lt;br /&gt;
&lt;br /&gt;
After the Founding, Merinita did not immediately seek out followers as other Founders did. She became very close to Birna, the Founder of House Bjornaer, for the two of them shared similar philosophies. Where Birna had a deep, spiritual connection to the wild through her heartbeast, Merinita had a comparable relationship with nature through her familiar. Together they adapted rites from many ancient wilderness cults, creating the Initiation ceremonies that Birna and Merinita used to teach others their secrets.&lt;br /&gt;
&lt;br /&gt;
As word of the new Order spread throughout Mythic Europe, many would-be wizards traveled to the Rhine from distant lands in search of the lady in green, to study her Mysteries and learn from her wisdom. She eventually accepted these disciples as her followers, and taught them what she could of Hermetic magic. She encouraged them to spread out and settle in many different parts of the world, and she often traveled among them, guiding and nurturing them as she had once done for the forests. In time, however, the duration and frequency of these visits dwindled.&lt;br /&gt;
&lt;br /&gt;
Then, sometime before the ninth century, Merinita simply disappeared. Her followers had expected to see her at the Grand Tribunal in 799, but she never arrived and left no word, and it was only later that some of them recalled her having spoken about being on the verge of a discovery, what she called “the mystery of the eternal spirit of the wild.” She was last seen 14 years previously near Bohemia, and many guessed that she had gone south into Hungary or east into Poland, though others speculated that she had lost herself in one of the many great forests in the area.&lt;br /&gt;
&lt;br /&gt;
In her absence, the House was to be guided by her eldest follower, a magus named Quendalon (Cuin-dallán, “little blind sovereign”), one of the first who had sought out the Founder to become her disciple. He was originally from the Ulster region of Ireland and had been raised among the fae, and believed that his Hermetic magic could be dramatically improved with their gifts. He had spoken with the Founder about this, and after the Grand Tribunal, he declared his intention to visit the faeries that lived in a certain forest in Bohemia. He announced that until he returned, Merinita’s next-eldest follower, Myanar, would be Prima.&lt;br /&gt;
&lt;br /&gt;
Myanar took up governance of the House from her own covenant, also in Bohemia, at the site of Merinita’s first home. Several other magi joined her there, including three hunter-priestesses of Artemis who had traveled from Asia Minor to join the House, and a Roman master of shape-changing. Myanar herself came from Bulgaria, and was descended from a mythic lineage known as the Line of Muj; one of her ancestors had made a pact with a magical guardian spirit of the Balkans, which blessed him and his children with supernaturally great strength and power over storms.&lt;br /&gt;
&lt;br /&gt;
=== The House Divided ===&lt;br /&gt;
What happened then is very difficult to piece together, as the next few years included some of the strangest events in Hermetic history, filled with terrifying violence and upheaval uncharacteristic of the House. What few details survive from firsthand accounts are contradictory and garbled, and even the dates are confusing and do not always make sense. Yet as far as can be determined by those who have carefully studied the House Divided (as Merinitae have come to call it), the sequence of events proceeded as follows.&lt;br /&gt;
&lt;br /&gt;
Two years after Myanar became Prima, a stranger arrived at her covenant, announcing that he was Quendalon and had returned to resume control of the House. He did resemble the former magus, but he was obviously not human, having two bright rubies instead of eyes. Myanar questioned him about his supposed transformation; he claimed that he had become a faerie in Arcadia, trading his useless human eyes for faerie sight. He also said he had uncovered deep mysteries on his long journey that would revolutionize the Order of Hermes. This knowledge required him, he said, to guide House Merinita in an exciting new direction.&lt;br /&gt;
&lt;br /&gt;
To Myanar, it seemed that this faerie being was an imposter, a changeling who had replaced Quendalon and sought to take over the House, and she refused to comply. This angered him, and he warned that she would suffer dire consequences if she did not obey him. Their conflict escalated into a magical battle, but Myanar was unable to prevent him from escaping. According to letters that Quendalon wrote afterward, Myanar opposed him on ideological grounds, recognizing him full well and swearing that “she would not allow him to deform the House with his distorted visions of the future.” Yet Myanar told her followers that the false Quendalon had bragged about having found and killed Merinita, and had threatened to kill all of them if they did not accept him as hierophant of their cult.&lt;br /&gt;
&lt;br /&gt;
War broke out between the two factions. The faerie Quendalon traveled throughout the region, gathering support from Merinitae and others against Myanar and her followers. Most of them were curious about his new powers and anxious to learn what he had to teach, and so pledged to accept his leadership. He established a covenant called Irencillia near the faerie forest he had entered, and Myanar led a hasty strike against them. Her force was routed, and it appears that she was slain during the battle. Supposedly, those of her force that remained surrendered to Quendalon in 802. He cast them out of the House, but they were later accepted into House Bjornaer. All this was reported at the Grand Tribunal of 817; Quendalon came with two of his followers who supported his story, and while many questioned him, no one contested his description of events.&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest that the war was not so easily won. Some of Myanar’s followers later claimed that Myanar did not die, but rather was transformed into a snake during the first assault, and that in that form she led other attacks on Irencillia in 804 and 806. Some say that faeries participated in the defense of the covenant. It is also said that Myanar was distantly related to Tytalus the Founder, who came to Bohemia in 807 with the public intention of challenging the Queen of the Faeries, and who disappeared into the Maddenhofen Woods that same year. Some speculate that Myanar sought him out and asked for his aid against Quendalon — they reason that his presence in the turbulent region could hardly be a coincidence — and that she went with him into the forest to confront the false Primus and the faeries behind his bid for power.&lt;br /&gt;
&lt;br /&gt;
Quendalon caused great ill-will between Houses Merinita and Tytalus at the 817 Tribunal by laughing loudly during their account of their Founder’s disappearance. He later explained that he was not mocking Tytalus’s ambitious attempt to defeat “the Queen,” but found it amusing that his followers would perceive his end as tragic. He gave them the impression that he knew more than he was saying, but would not speak of it further. Since then, House Merinita and House Tytalus have often been at odds, their poor relationship aggravated by the possibility that Quendalon might have known what happened to their Founder, or even been somehow responsible for their loss.&lt;br /&gt;
&lt;br /&gt;
==== The Line of Muj ====&lt;br /&gt;
Before Quendalon introduced Faerie Magic to the House, Myanar and her followers focused entirely on Merinita’s Mysteries of nature and life, and many of these secrets came easily to Myanar, for she had a special affinity for nature through her family’s ancient tradition. Other magi descended from this ancestral Line of Muj still live in the Transylvanian Tribunal, and belong to House Tremere. To represent their hereditary magical powers and background, such characters should choose Close Family Ties, Affinity with Auram, Great Strength, and Mountain Lore &#039;&#039;&#039;&#039;&#039;(see Nature Mysteries, below)&#039;&#039;&#039;&#039;&#039; during character creation.&lt;br /&gt;
&lt;br /&gt;
A rivalry has developed between a group of these Tremere and a nomadic family of Merinitae, led by a Novgorod maga named Merinugalaudabila. She takes great delight in certamen as a sport, and especially enjoys variations on “the game,” as she calls it. Because of her efforts, interest in magical competition is growing within the House, and a few of her followers have developed the magical focus in certamen that is typically only found in Tremere’s lineage. Together they have invented two unusual dueling styles &#039;&#039;&#039;&#039;&#039;(see House Tremere, Houses of Hermes: True Lineages, for details)&#039;&#039;&#039;&#039;&#039;. These were designed mostly to embarrass the staid Muj, many of whom know the events of the House Divided and bear a familial grudge against faerie Merinitae on Myanar’s behalf. The two groups often fight for no obvious reason, spuriously challenging each other on what seem very flimsy pretenses whenever they happen to cross paths.&lt;br /&gt;
&lt;br /&gt;
==== A Faerie Fraud? ====&lt;br /&gt;
Suspicions that the faerie Quendalon was not who he claimed to be seem more likely when considering the evidence of other instances when faeries have taken human shapes and tried to pass themselves off as magi. In the 1100s, for example, an unremarkable magus named Zurenzialle disappeared from his covenant in the Greater Alps suddenly and without warning, and when his sodales decided that he was dead and entered his laboratory, they discovered evidence that he was never human at all, but a Faerie being who had been pretending to be a magus.&lt;br /&gt;
&lt;br /&gt;
To this day, the magi of House Merinita still speculate about whether it really was Quendalon who returned to govern the House. It is a moot point now, whether he was the former Primus or a faerie in disguise, as his legacy remains an integral part of their magic, for good or ill. In fact, it could be detrimental if it were to come to light that he really was an impostor; such a revelation might tarnish all they have done since, and undermine everything his followers have used his Mysteries.&lt;br /&gt;
&lt;br /&gt;
=== 200 Years After ===&lt;br /&gt;
Quendalon returned his attention to adopting faerie ways within his House, to accomplish. teaching his followers and others who came to learn from him the secrets of Faerie Magic. For years he acted as lead Mystagogue, performing hundreds of Initiations and teaching many promising apprentices throughout the ninth and tenth centuries. Sightings of him became much less frequent in the mid-900s, and he sent delegates to the Grand Tribunals of 931 and 964, though none of them could say what had become of him. There were many rumors that he had gone mad, and most suspected he had returned to Arcadia forever.&lt;br /&gt;
&lt;br /&gt;
At the Grand Tribunal of 997, the assembled Merinitae finally decided they would have to choose one of their number to take his place, though they did not all agree that Quendalon was dead. By surprising consensus the leaders of the various groups named a timid young maga named Rhiannon as Prima; she was four generations descended from Quendalon, and they believed she would best represent the House’s interests. She hesitantly accepted the position, moved to Irencillia, and for the most part avoided other magi.&lt;br /&gt;
&lt;br /&gt;
The outbreak of the Schism War came only a few years later. Rhiannon was not a strong orator, but spoke many times in defense of House Diedne, and openly voted against their Renunciation. Many think that she invited a number of Diedne to join her House to escape destruction, and during the war some Merinitae actually fought with the Diedne in battle. They did not ever join with Diedne officially, however, and the Order was anxious for peace during the aftermath, so House Merinita never suffered official retribution for these acts.&lt;br /&gt;
&lt;br /&gt;
Rhiannon reputedly died of old age, and her bones were returned to her Hibernian homeland to be buried. The Primacy eventually passed to Vinaria of Irencillia, said to bear a striking physical resemblance to the Founder. She was much more politically active than her predecessor, and was most famously concerned about the Magic realm fading with the spread of the Dominion. She believed that wild places of power were becoming increasingly smaller and weaker as civilization encroached upon them, and often argued that House Merinita is as much magical as it is fay, that its members would surely feel the negative effects of the loss of the wilderness as keenly as other magi.&lt;br /&gt;
&lt;br /&gt;
She made many overtures of friendship to House Bjornaer, as the relationship between the two Houses had been sour since Myanar’s exile, but she could give them no support for their actions during the invasion of Rügen in 1168, and much of the progress she had made toward reconciliation was undone. The next Bjornaer Primus, Urgen, declared that she was senile and useless, and refused to grant her an audience. Vinaria disappeared in 1202, much the same way as Merinita and Quendalon had done, giving control of the House to Handri, senior magus at Irencillia. Mystifyingly, she later returned in 1209, but has since made no attempt to resume the primacy.&lt;br /&gt;
&lt;br /&gt;
More information about these magi and their domus magna, Irencillia, can be found in [[Guardians of the Forest Chapter Ten: Bohemia#Irencillia|Guardians of the Forests: The Rhine Tribunal]].&lt;br /&gt;
&lt;br /&gt;
=== The Future of the House ===&lt;br /&gt;
By 1220, Merinitae have become a contrary crowd of disparate groups, rarely agreeing on anything and hardly interacting with one another at all. Outsiders suspect that this lack of unity is a front for other, secret goals and machinations. For example, they may be establishing good relations with faeries so that they may one day slip away to Arcadia, leaving the Order and Europe forever. Or perhaps they intend to side with the fae when they inevitably war against humanity, and so buy a place in the new faerie hierarchy.&lt;br /&gt;
&lt;br /&gt;
Many Merinitae think that Faerie is permanently slipping away, that the golden age of the faeries is past, and that the Dominion’s slow encroachment over all human civilization is unstoppable. Others stridently protest, and rebuke those who say this, for if believing makes it so, those who proclaim Faerie’s ruin are themselves destroying it with their predictions. It is no wonder there is little agreement among them on these matters, since they are very quick to turn on themselves, and like the faeries do, often fight with each other more than outsiders.&lt;br /&gt;
&lt;br /&gt;
If there is anything that the members of the chaotic House can agree upon, it is that in order for the faeries to survive, the Merinitae must preserve and protect the few remaining places given over to Faerie, or help those who dwell there to adapt to the landscape of the rapidly changing world, or else quit its boundaries entirely  and accompany them to the lands beyond living.&lt;br /&gt;
&lt;br /&gt;
== House Society ==&lt;br /&gt;
House Merinita is a single Mystery Cult made up of many different groups, each of which has its own ideas about magic and how it relates to the Faerie realm. Besides their Mysteries, they have little in common; about the only thing they agree upon is their interest in faeries, though even then that is not always the case, for Merinita herself had nothing to do with them, and others similarly eschew their alien ways and focus on other types of magical study. Yet every member of the House usually undergoes some sort of test involving the fae as part of her Initiation, so all Merinitae have some experience with them.&lt;br /&gt;
&lt;br /&gt;
Four different aspects of Faerie are described below, to help players define their characters’ attitudes toward the realm. These include the land of Faerie, belief in faeries, what faeries want from humanity, and the relationship between the Faerie and Magic realms. This section is intended to give an idea of the sort of things Merinitae do, and so provides minimal information about faeries in general, instead describing them from the perspective of Hermetic magi and the House. &#039;&#039;&#039;&#039;&#039;(Faerie society from the faeries’ viewpoint will be addressed in future Ars Magica supplements.)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each section also describes a dedicated group of Merinitae who pursue common goals and Initiate followers into certain of the House Mysteries (see [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mechanics of Initiation]] for details on this process, and [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Merinita Mysteries|Merinita Mysteries]] for descriptions of the new Virtues, Flaws, and Abilities they may Initiate). All those who join one of these groups must first Initiate Faerie Magic to join the House, and must have at least House Merinita Lore 1 to proceed into the Inner Mysteries.&lt;br /&gt;
&lt;br /&gt;
=== The Search for Arcadia ===&lt;br /&gt;
Arcadia is the highest manifestation of the Faerie realm, and for many magi it is the focus of their faerie magic. It is why they belong to the House, and the purpose that occupies their spare time. Merinitae know more about Arcadia than any other magi, and some guard this knowledge jealously while others share it with anyone who takes an interest. For many, it is a rite of passage: they cannot truly appreciate the fae until they have visited their home.&lt;br /&gt;
&lt;br /&gt;
There are many confl icting beliefs in the House about what Arcadia actually is. That is, magi know it exists, they know it is associated with Faerie in the same way that Heaven is associated with the Divine and Hell is associated with the Infernal, and many of them know how to get there. But where did it come from, and why does it exist, and what is its relationship to the mundane world and the other realms?&lt;br /&gt;
&lt;br /&gt;
Some say that Arcadia is a reflection of Mythic Europe, and that the faeries who live there are merely distorted versions of reality. Yet it is also part of Mythic Europe, they say, in that the things one does in Arcadia have an effect on reality, and are reflected back upon the inhabitants of either realm. Arcadia is said to be a nexus of possibilities, a temple with a thousand doors, where it is impossible to return to the exact same place you left. For this reason, Merinitae caution visitors to “travel lightly:” to take nothing and leave nothing, lest their journey have repercussions and consequences for which they are not prepared.&lt;br /&gt;
&lt;br /&gt;
Others emphasize that Arcadia is only what travelers believe it to be. It is a land of wishes and dreams, they say, that responds to their direction and changes to accommodate their hopes and fears. A person can only navigate Arcadia by moving from one desire to another, they say, and the nature of the place absorbs these desires and makes them its own, stealing them from the traveler and changing in response. For an expedition to succeed, visitors must discover what it is they truly want. Yet, having attained it, they must also have a powerful reason to return, or they will have no desire to leave.&lt;br /&gt;
&lt;br /&gt;
Another theory is that like Heaven and Hell, Arcadia is an afterlife, a place where faeries go after they leave their physical bodies. Instead of a place of eternal punishment or eternal reward, it is where beings that do not have souls must remain forever. Thus, it is populated by the spirits of living things in exile. Some suggest this includes forgotten beasts of legend, lost children who died unbaptized, and even gods who are no longer worshiped. Those mortals who die in Faerie, it is said, join this group; their souls go elsewhere, but their spirits remain in Arcadia.&lt;br /&gt;
&lt;br /&gt;
There are many ways to reach Arcadia, usually by traveling through faerie regiones. There are also gateways scattered throughout Mythic Europe, usually at places where reality and fantasy have blurred together. These points are almost always watched by guardians who patrol the borders of Faerieland, perhaps ensuring that outsiders are turned away, or perhaps preying upon them before others do. Initiates into the Mystery of Arcadian Travel can make temporary gateways to Arcadia, and these places are not necessarily guarded, although they are not necessarily safe, either.&lt;br /&gt;
&lt;br /&gt;
==== Arcadian Experiences ====&lt;br /&gt;
Arcadia is a fantastic place that can have a powerful influence over magic and faerie powers alike, but the mechanics of it are beyond the scope of this book. However, Merinitae will almost certainly seek it out, and for those of them who find their way there the storyguide should prepare an adventure, describing the experience in any way that seems appropriate to the journey. It might be an otherworldly vision, a dream, or even a nightmare; perhaps it resembles Wizard’s Twilight; perhaps it seems the complete opposite of the real world, or it might only differ from the real world in very subtle but important ways.&lt;br /&gt;
&lt;br /&gt;
==== The Wayfarers ====&lt;br /&gt;
Some Merinitae reason this way: Arcadia is a physical place, they say, therefore it must exist on earth. Perhaps it is a regio that overlaps Mythic Europe, stretching above and below it, only accessible at certain places or certain times; or perhaps it is a continent on the other side of the globe, with portals connecting corresponding points between the two lands; or perhaps it is a microcosm, a world within a world that is completely contained in every individual thing. Wherever it is, by plotting the connections between the two worlds, Merinitae believe they can achieve greater insights into Faerie and Earth.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers are a group of Merinitae who style themselves as Arcadian experts. They record the locations and destinations of earthly gateways, act as guides for travelers to the realms of Faerie, and sometimes lead expeditions into uncharted regions of the world in search of alternative routes. They might be ambassadors, diplomats, or guardians. Some of them might write guides to Faerie customs, travel, and inhabitants, while others might seek to destroy these gateways to ensure that no one stumbles into them accidentally.&lt;br /&gt;
&lt;br /&gt;
These Merinitae typically teach Hermetic Initiates Arcadian Travel. They have no specific progression of Mysteries after that, instead favoring secrets that will help their followers on their adventures. These might include Independent Study, Ways of the (Land), Spell Timing (spells that endure while the target is traveling), or Symbolic Magic (with an emphasis on names and places). They tend to seek out characters who are already Well-Traveled, and often integrate a fantastic expedition of some kind into their Initiation ceremonies.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been known to associate closely with House Mercere, as Redcaps also engage in exploration and travel, but more commonly the two groups work against each other. There is a kind of unspoken rivalry between them as they race to be the fi rst to discover new parts of the world, unusual new species, or even simply new sources of vis. Those who discover them typically name these finds, a source of great honor and occasional jealousy among the participants. Wayfarers may &lt;br /&gt;
also compete in this way with magi from other Houses, other Merinitae, or even fellow Wayfarers.&lt;br /&gt;
&lt;br /&gt;
This practice has led to a strange phenomenon in the world of Faerie. Names have great importance to the fae, as they are essentially a part of the individual (and a common source of sympathetic magic). In places that have been named after something, occasionally a faerie version of that thing will appear. For example, if a faerie dell were to become widely known as Victor Valley (after Victor of Mercere from Semita Errabunda), a faerie named Victor who shared many of Victor’s reputed qualities might come to inhabit it. For this reason, some Wayfarers have adopted the practice of naming their discoveries after famous magi or legendary places of old. Who knows what they might subsequently discover in Merinita Grove or the Arcadian Sea?&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Wayfarers Initiation: Arcadian Travel|18 (Minor Virtue unknown to the Mystagogue)|+14|Working on her own, the Initiate must discover all the entrances at every level to a faerie regio with an uppermost level of at least 5 (+3). Then, on the eve of the last full moon of the season (+1), she must travel to the center of the regio, beginning at a landmark outside that will mark her route. She must travel alone, without aid or comfort, and may not cast any Hermetic spells or use any magical devices to fi nd her way, relying only on her Faerie Lore and other mundane skills to guide her. She may not eat or drink on her journey, or interact with any of the inhabitants (+3). She gains the Minor Personality Flaw Fear (+3), as she begins to dread something that she encounters on her path, and arriving at the center, she must retrace her steps and exit at the same place she entered, completing her journey before dawn (+1). Because of its mystical association with her Ordeal, the landmark becomes a permanent Arcane Connection to her (+3).}}&lt;br /&gt;
&lt;br /&gt;
=== Belief &amp;amp; Mythic Europe ===&lt;br /&gt;
Many followers of Merinita seek to encourage appreciation of the fae, not just in the Order of Hermes, but among the people of Mythic Europe at large. It is an accepted fact among many in the House that faeries come about from widespread belief in them; that within the Faerie realm, things are what people believe them to be. This is not demonstrably true, of course, since it is difficult to measure when someone truly believes in something and whether there is a corresponding effect in Faerie, but the theory is that when someone invents a story, that story will come to pass, either in Arcadia or somewhere in the real world.&lt;br /&gt;
&lt;br /&gt;
Extending the idea of a direct relationship between Faerie and storytelling, many believe that faeries can never die, so long as their stories are still remembered. Each time the tale is told, the characters perform their parts as described, perhaps altering slightly from the framework as the narrator embellishes, but always acting as they are defined by their characters, and &lt;br /&gt;
returning each time the story is begun again.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae hold that the stories are created by the fae, that the events of famous “fairy tales” are simply chronicles of history, having actually happened at some point in the past. These themes have seeped into the collective subconscious of the people, and thus have a ring of truth about them that makes them compelling. Or perhaps they are visions of the future, since time has no little meaning in Faerie; these stories may be glimpses of events that will someday come to pass, resonating through the years to influence medieval thought.&lt;br /&gt;
&lt;br /&gt;
In any case, stories are very important to those with an interest in the fae, and House Merinita has a strong oral tradition. Recording stories is almost as important as participating in them. It is not seen as bragging or putting oneself forward to tell one’s sodales about an experience with the faeries, and many magi in the House employ minstrels to create popular songs or poems about their adventures. Not only for Merinitae, in fact, but for the faeries themselves, as such accounts have great value in their courts.&lt;br /&gt;
&lt;br /&gt;
==== Faerie Tales ====&lt;br /&gt;
Most fairy tales with which players are most familiar became widespread in relatively modern times. However, they often concern medieval characters, and in fact contain many themes that can be found in folk tales going back to ancient times. Recognizable versions of such stories as “Cinderella,” “Beauty and the Beast,” “Snow White and the Seven Dwarfs” and even “Little Red Riding Hood” can be found in early Roman histories, and other related concepts have their roots in antiquity, such as the Roman host newly come to wealth who described himself with the phrase &#039;&#039;qui fuit rana nunc est rex&#039;&#039; (“the man who was once a frog is now king”).&lt;br /&gt;
&lt;br /&gt;
Thus, “modern” fairy tales can be a good source of inspiration for medieval faerie stories. Do not feel that you cannot incorporate these elements into your game because they are somehow out of period. Most faerie stories are based on folk tales, and everyone in the game should be at least dimly aware of the most common characters and situations associated with these tales, since their characters would probably have heard them as children. As most players are more likely to be familiar with the Grimms’ versions than, say, the tragedy of Cupid and Psyche or the fabulous &#039;&#039;lais&#039;&#039; of Marie of France, you should feel free to rely on their knowledge of the modern stories for faerie elements that make for a better gaming experience.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the attitude of early chroniclers was one of condescension and disapproval for such &#039;&#039;aniles fabulae&#039;&#039; (“old women’s tales”), and they often changed the stories to downplay their fantastic elements. By the Middle Ages, many of these fanciful stories have instead become accounts of holy saints and evil demons, rather than innocent maidens and monstrous beasts. Perhaps players can infer from this that the Faerie realm as a whole suffered with the expansion of the Dominion, losing many of its inhabitants to the Divine or the Infernal, and that it has only just begun to recover its former status.&lt;br /&gt;
&lt;br /&gt;
==== Keepers of the Thousand Tales ====&lt;br /&gt;
The Keepers of the Thousand Tales are a group of Merinita magi and their companions who originally formed in the Holy Land with the goal of collecting, cataloging, and distributing the greatest stories of their time. This began with the beginnings of &#039;&#039;The Book of One Thousand and One Nights&#039;&#039; sometime in the ninth century, and as the society grew, their scribes added to the collection. They also translated many Greek texts into Arabic, and then from Arabic into Latin, and spread these books throughout the Order while their Hermetic leaders sought out more stories to tell.&lt;br /&gt;
&lt;br /&gt;
Essential to their philosophy is the idea of faerie immortality through legend. By ensuring that the tales are easily available, they believe that they keep these stories alive in Faerie. In this regard, they maintain that what a significant number of people believe directly affects the inhabitants of the Faerie realm. Therefore, all those who belong to their society must do their part to see that the tales spread. Some of them are scribes, copying books of lore for other covenants and magi, and some of them are wandering storytellers, performing re-enactments of adventures for those who are interested in hearing.&lt;br /&gt;
&lt;br /&gt;
Some of the magi have begun to carry their philosophy a step further. By acting out famous stories using their magic, themselves taking the part of a character in the story, they believe they take on that character’s identity and so ensure their own immortality. Over time, they actually become the character in the story, and so become faeries themselves. These magi believe that several characters in the Thousand Tales are magi who have passed into Arcadia.&lt;br /&gt;
&lt;br /&gt;
While originally there were only a few magi devoted to the group, since their founding they have spread throughout Mythic Europe, and have dedicated covenants in both the Levant and the Iberian Tribunals. Many of them have the Outsider Flaw. Elder members often trade Initiation into the House Mysteries in exchange for seasons spent serving the society. These Mysteries might  include Enchanting (Storytelling), Charm Magic, Story Magic, and Becoming.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Keepers Initiation: Story Magic|21 (Major Virtue known to the Mystagogue)|+14|The Initiate must learn a new poem or story from a culture that she isn’t familiar with. It must be over 5,000 lines in length and memorized in the original language (+3). She must then seek out a similar work from a different culture and memorize it (+3). Combining the overlapping elements of both, the Initiate must create an original piece, one that both cultures would recognize, but that changes the ending or overall meaning (+3). (These tasks could be tested with two Intelligence + Language rolls and a Communication + Language roll against Ease Factors of 12, though the storyguide might prefer to roleplay the process instead.) With this new tale, the Initiate must visit a powerful faerie in a Faerie regio on the longest day of summer, and perform her work. This must please the faerie enough that it rewards the Initiate with a treasure (+3). The Initiate must take this prize to her Mystagogue, and at an auspicious time based on their horoscopes (+1), they must sit upon a hilltop with a Faerie aura, taking some sort of intoxicating substance with them. The Initiate and the Mystagogue partake of this while telling each other stories until they fall unconscious. When they awake, the treasure will have vanished (+1).}}&lt;br /&gt;
&lt;br /&gt;
=== Do Faeries Dream of Counting Sheep? ===&lt;br /&gt;
Faeries are defi ned by their interest in humanity: they want to interact with things of the mundane world, and they enjoy the company of people. But if faeries are the realization of human imagination given life, what do they actually want from them? What can followers of Merinita give the Fair Folk, while appreciating, studying, or interacting with them for their own reasons?&lt;br /&gt;
&lt;br /&gt;
Creatures of Faerie can take any imaginable form, but have great difficulty reproducing. They cannot invent anything new. Some Merinitae believe the faeries admire (or envy) humanity for their ability to create, and seek them out to experience the miracle of this for themselves. Many of the fae cannot resist a good story, or a treasure of their very own, or even a new name, since these are all things that contain the spark of originality. Thus, the House often encourages such artistic endeavors on the faeries’ behalf.&lt;br /&gt;
&lt;br /&gt;
Other faeries fear that they will be forgotten. If they recognize that they owe their existence to human belief, they can ensure their continuation by encouraging the people to honor them, perhaps even worshiping them like the gods of old. Libations poured over Faerie stones, prayers intoned in sacred groves, men and women dancing around ceremonial fires, young children abandoned in dark places — many faeries recognize these as ancient rites of respect, and reward those who perform them.&lt;br /&gt;
&lt;br /&gt;
Some faeries perceive Mythic Europe as a place of forced exile from Arcadia, and want nothing more than to return to their fabled homeland. The means of accomplishing this are not clear; some Merinitae think it requires an invitation from a sovereign of Faerieland, others imagine that it requires a fundamental change to the faerie’s nature. One school of thought suggests that death allows the faerie to escape the confi nes of reality and return to Arcadia, but it seems impossible to prove this for certain.&lt;br /&gt;
&lt;br /&gt;
==== Faerie and Dreams ====&lt;br /&gt;
Many Merinitae believe that there is a connection to Arcadia in every person’s mind. This is because they think dreams somehow influence and are influenced by the Faerie realm, which they consider to be the collective dreams of all humanity. Thus, faeries may occasionally be found to inhabit a person’s imagination, accessible with Mentem magic and the specialized [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Dream Virtues]].&lt;br /&gt;
&lt;br /&gt;
Characters with the Merinita Mystery Arcadian Travel can open trods into Arcadia through their dreams, if they wish. The maga produces a charm designed to lull the travelers to sleep, and they then journey to a dream-based Arcadia in spirit instead of flesh. While away, sleeping characters do not age or suffer ill effects of going without food or water, though they can die through other means — and if they do, their spirits remain in Faerie.&lt;br /&gt;
&lt;br /&gt;
==== The Shadow-Masters ====&lt;br /&gt;
The philosopher Plato once described a cave where a group of prisoners sit chained in front of a wall. Behind them, shapes of people and animals pass in front of a great light, casting their shadows where the prisoners can see them. As far as the prisoners know, these shapes are real. They know nothing of the figures that cast the shadows; they only know them by how they appear upon the wall. Plato used this idea to describe humanity’s imperfect understanding of the realm of forms: like the prisoners, they cannot see the things that cast the shadows; they only see the shadows themselves.&lt;br /&gt;
&lt;br /&gt;
The Shadow-Masters are a troupe of Merinita magi who teach that the elements of this allegory correspond to the four supernatural realms. The light comes from the Divine, and the darkness is the Infernal; the light creates the images, while the darkness tries to envelop and destroy them. Men and animals step into the light, and this is magic: imperfect copies of their forms are projected against the wall that represents the mundane world. Yet it is also possible, these Merinita say, to fashion false figures and move them into the light, casting gray shadows that convince the prisoners that they see something that isn’t real at all, and this is Faerie’s role in the allegory: shadow-puppets with substance.&lt;br /&gt;
&lt;br /&gt;
Members of the society learn to play with these philosophical illusions, in a sense constructing shapes from dross and scraps and leading them to a new existence before the light of creation. The whole world is their theater: they conjure heroes and villains and set them against each other in great set pieces, enacting and re-enacting famous stories and legends, or inventing completely new tales of wonder and fear. By observing how humanity responds to these stories, the Shadow-Masters gain insight into the nature of the world, while simultaneously reinforcing belief in the strange and imaginary.&lt;br /&gt;
&lt;br /&gt;
It has become a tradition within the group to host a tournament every few years, called the Great Play. A Shadow-Master builds a labyrinth, castle, or other intriguing setting for the event, which she fills with illusory obstacles, traps, puzzles, or people. It is usually built around a theme, such as Homer’s &#039;&#039;Odyssey&#039;&#039;, the Crusades, or “Beyond the Lunar Sphere.” When it opens, other Shadow-Masters, hopeful Initiates, faeries, and even a few unwitting passersby descend upon the field and do their best to answer the challenge. The only formal prize for succeeding is the responsibility to host the next event, though the leaders of the Great Play often reward the participants in other ways, and those who attend but do not belong to the group are almost always invited to join.&lt;br /&gt;
&lt;br /&gt;
Society elders typically Initiate new members into the Mysteries of Glamour, Animae Magic, and Perpetuity. Many of them have a Major Magical Focus in illusions, and they most commonly live in the Transylvanian and Theban Tribunals, though they come from all over Mythic Europe. Anyone can join by proving herself in the Great Play, and in fact it is said that even a few members of House Tytalus have set aside their grudge and joined House Merinita through this society.&lt;br /&gt;
&lt;br /&gt;
Shadow-Masters enjoy the simulation of reality even more than reality itself, and hold that over time, the fiction &#039;&#039;becomes&#039;&#039; truth. Many swear that the creatures they have created have begun to reproduce, or have been found in places where Shadow-Masters have never been. For them, this is the pinnacle of achievement; it shows that their creations have taken on lives of their own, which they believe is ultimately what all faeries truly desire.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Shadow-Masters Initiation: Glamour|21 (Major Virtue known to the Mystagogue)|+15|The Initiate must pursue a faerie that is skilled in powers of illusion, staying in close pursuit with it until she receives a Warping Point (+3) through magical mischance. From this point on, until the completion of the Initiation, the Initiate feels slightly odd, as if drunk, and suffers a –3 on all of her Perception and Intelligence rolls (+1). Then, on the date of the manifestation of her Gift, which she must discover if not known (+1), she and her Mystagogue must fight a Creo or Muto Imaginem certamen, reciting ritual insults at each attack, until one of them falls unconscious from loss of Fatigue (+1). She also acquires the Major Flaw Vulnerable Magic (+9), which is often associated with the circumstances that caused her Gift to manifest. Participation in the Great Play may be substituted for the duel, though she still gains the Flaw.}}&lt;br /&gt;
&lt;br /&gt;
=== The Sundered Realms ===&lt;br /&gt;
Many Merinitae ponder the relationship between the Magic and Faerie realms, since through their House Mysteries they must often straddle the divide, with one foot on either side. Some seek ways to unite the two, others to further separate them, and a few explore their mystic origins in search of new insights into both.&lt;br /&gt;
&lt;br /&gt;
One popular theory within House Merinita is that the four supernatural realms were once only one realm — Faerie — and that Arcadia is the Garden of Eden. Then the serpent tempted Adam and Eve to taste the fruit of knowledge, and their eyes were opened; they received The Gift, but at the cost of their immortality. The one realm became two — Magic and Faerie — and they were all of them sent from the fabulous Garden, exiled to the mortal world where they became subject to Twilight and death.&lt;br /&gt;
&lt;br /&gt;
When the angels rebelled against Heaven and fell, they divided the realms into two others: the Divine and Infernal. However, at the same time, some of the angels chose to remove themselves from the conflict, choosing neither God nor Lucifer, and these beings remained separate from Heaven and Hell. Not being entirely human, they traveled freely between earth and Garden; these are the pagan gods and monsters of the ancient world. Thus, it is said, magic is associated with those who possess the knowledge of the Tree of Life — the children of Adam and Eve, the descendents of the serpent, and the named beasts of Eden — while faeries are the others who guard the edges of terrestrial paradise, who because of their otherworldly nature remain outsiders in human society.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae suppose that the division between Magic and Faerie is a more recent phenomenon, having occurred at or soon after the birth of Christ. The physical incarnation of God in the human world was too much for most of the pagan gods and ancient heroes to withstand, they say, and caused the Spirit realm from which they originated to divide into two parts: those who returned to earth in natural forms joined the realm of Magic, and those that passed away forever became Faerie. The Merinitae who favor this idea maintain that the ancient gods and goddess remain in Arcadia as ghostly shadows of their former greatness, capable of only limited interaction with the physical world. They also suggest that they could be returned to power via concentrated worship or other human devices.&lt;br /&gt;
&lt;br /&gt;
==== Pagan Glory ====&lt;br /&gt;
Gods and goddesses of the ancient world can be associated with either the Faerie or Magical realms, though those that have a magical aspect tend to be focused on themselves more than on their worshipers, and many of them are thought to have taken physical forms or retreated far from human society. Those who still seek followers and have an interest in mortal affairs are considered powerful faeries, and it may be difficult to distinguish them from other great lords and ladies of the faerie courts. Still, dedicated ceremonies designed to gain their attention and favor could plausibly have an effect, and many pagan Merinitae have claimed to have the blessings of their ancient deities at one time or another.&lt;br /&gt;
&lt;br /&gt;
==== The Cult of Vesta ====&lt;br /&gt;
In the later years of the Roman Empire, many of the pagan cults began to band together, combining the characteristics of many gods into cults nominally associated with only one of them. The original Cult of Mercury was one of these, uniting most of the original pantheon under one god’s name. The rites of Vesta, a relatively minor goddess of hearth and home, were eventually integrated into the practices of Diana, and her cult outlived the Fall of Rome by retreating into the barbaric wilderness outside of the empire, surviving beside the pagan practices of the German invaders. Some believe that Merinita was a high priestess of this struggling Diana cult.&lt;br /&gt;
&lt;br /&gt;
After Quendalon transformed the House, a pair of young magae from Brittany began to experiment with combining what they knew of Merinita’s nature magic with the new secrets that Quendalon had taught them. They discovered that the childlike innocence of Faerie could mimic wild and unspoiled nature, even in domesticated areas, so long as there were some among the community who remained chaste.&lt;br /&gt;
&lt;br /&gt;
Since faeries can generally adapt to any realm, these magae made it their task to encourage the fae to settle within their lands, and dedicated their cult to that objective. They adopted Vesta as their patron, reasoning that since she, a domestic goddess, had survived in the wilderness as part of the Cult of Diana, perhaps so too could Diana, the goddess of nature, survive in the home as part of the new Cult of Vesta.&lt;br /&gt;
&lt;br /&gt;
They resurrected many old Roman rites of the Vestal priestesses, venerating faeries as household gods and encouraging the practice of leaving gifts for them in exchange for their services. They also took vows of chastity, for they believed that their unusual focus would fail if their sexuality were ever “tamed.” Through their Initiation rites, members of the cult gained special powers from the faeries in exchange for this sacrifice, but swore that if they ever broke their vows they would be punished — buried alive, to give back to the earth the bounty that they had taken from it.&lt;br /&gt;
&lt;br /&gt;
The Vestals do not involve themselves much with the politics of the Order of Hermes at large, though they are known to the Hermetic Cult of Mercury, and might be considered their kindred spirits. While they do not typically Initiate outsiders into their secrets, they might share insights into Magic or Faerie Lore with them in the hopes of further narrowing the distance between the two realms.&lt;br /&gt;
&lt;br /&gt;
Followers of Vesta are traditionally women, though there have been men represented. They usually take Gifted children between the ages of six and ten as apprentices, indoctrinating them with the ideals of the society and Initiating them into Faerie Magic. There are two formal levels of Initiation after the Gauntlet, however, and any Merinita can join if they are willing to dedicate themselves to the cult.&lt;br /&gt;
&lt;br /&gt;
The first level is the Vestal virgin. A Vestal serves for thirty years, and there are no more than nine Vestals at any given time. When one of them leaves, she or one of her sisters chooses a worthy replacement. The new Vestal Initiates the Nature Lore Mystery with the unique focus of &#039;&#039;lares&#039;&#039; (“household spirits,” also called &#039;&#039;penates&#039;&#039;); these are essentially a type of domestic faerie associated with the home and community. With Lares Lore, Vestals interact with the faeries of a settlement in the same way that nature magi interact with the denizens of the wilderness.&lt;br /&gt;
&lt;br /&gt;
The second level of Initiation comes after thirty years, when the maga leaves the priesthood. She generally settles down in a small village or covenant and gives herself over entirely to its care. She learns either Becoming or Guardian of Nature (she may join her spirit with a Faerie aura so long as she remains a virgin), and uses her powers to transform herself into a sort of civic deity. Within her community she may endure for as long as her faeries flourish, guiding the common folk of the area to ensure that the old ways survive.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Vestals Initiation: Nature Lore|15 (Minor Virtue known to the Mystagogue)|+10|The Initiate must prepare a cake using ritual ingredients. The grain must be from ears of wheat gathered on the three days of Lemuralia, which are the 7th, 9th, and 11th of May (+1). She must pound and heat brine in a jar within the hearth until it forms a salt rock that she cuts with a saw; she carries water from a sacred spring in specially crafted jugs whose bottoms taper to a point and whose water must not touch the ground (+1). She bakes the cake on Vestalia, June 9th, and places it on her hearth to attract the faeries (+1). On the Ides of June (June 15th), the Initiate must then thoroughly clean her dwelling, burning the refuse in the fire and scattering the ashes into the nearest river (+1). She must then meet the Mystagogue in her clean home. There, she swears to honor the faeries and takes a Vow of chastity (+3), which the faeries covertly witness (+3).}}&lt;br /&gt;
&lt;br /&gt;
== Merinita Mysteries ==&lt;br /&gt;
This section describes the secrets that define the House, which Merinitae may Initiate in exchange for appropriate sacrifice and study. They are broken into &#039;&#039;&#039;schools&#039;&#039;&#039;, groups of Mysteries primarily associated with the magi who introduced them to the House. Merinitae recognize three schools associated with Faerie Magic, and there is also said to be a peripheral school about which little is generally known. Characters raised in the House usually belong to a lineage associated &lt;br /&gt;
with one of these schools, Initiating the Mysteries from their parentes. Those who join the House after apprenticeship usually enter the Mysteries through Initiation into a [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#House Society|group of like-minded Merinitae]] instead.&lt;br /&gt;
&lt;br /&gt;
Initiating a person into a Mystery is much like taking an apprentice, and formally joining House Merinita is considered a necessary part of the process. They maintain that if you have Initiated the Outer Mystery, you belong to their House. This implied threat doesn’t carry much weight, since on the whole Merinitae are not very aggressive or even politically active. Still, all of them know that they should formally introduce potential Initiates to the House before teaching them their secrets, and that there should be consequences for those who indiscriminately share their Mysteries with outsiders.&lt;br /&gt;
&lt;br /&gt;
Below are some of the more common kinds of magic within the House; many of these are Virtues available to all characters during character creation, which Merinitae often Initiate later through their Mystery rites. Most are referenced by the lineages that are found throughout this section. A few are even appropriate for companions without The Gift who share the House’s interest in the fae and faerie things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Merinita Mysteries Overview&lt;br /&gt;
|-&lt;br /&gt;
! Outer Mysteries !!colspan=&amp;quot;4&amp;quot;| Inner Mysteries&lt;br /&gt;
|-&lt;br /&gt;
| Faerie Magic ||rowspan=&amp;quot;2&amp;quot;| Binding the Gift || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Arcadian Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Arcadian Travel&amp;lt;br/&amp;gt;Animae Magic&amp;lt;br/&amp;gt;Becoming&amp;lt;/div&amp;gt; || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Folk Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Charm Magic&amp;lt;br/&amp;gt;Story Magic&amp;lt;br/&amp;gt;Symbolic Magic&amp;lt;/div&amp;gt; || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Illusion Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Spell Timing&amp;lt;br/&amp;gt;Glamour&amp;lt;br/&amp;gt;Perpetuity&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Nature Lore ||colspan=&amp;quot;3&amp;quot;| &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Nature Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Awakening&amp;lt;br/&amp;gt;Wilding&amp;lt;br/&amp;gt;Guardian of Nature&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== New Virtues ===&lt;br /&gt;
These Virtues explore the supernatural and Hermetic differences that make followers of Merinita unusual, especially where the Faerie or Magic realms overlap, or where characters are extraordinarily inspired by otherworldly ideas and places.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Alluring to (Beings)|Minor, General|This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might.&lt;br /&gt;
&lt;br /&gt;
These beings are strangely drawn to the character, and generally trust or obey her without thinking. She gets +3 on Communication and Presence rolls to affect them. Characters who are Offensive to beings of this sort cannot take this Virtue, including those who have The Gift or Magical Air, though characters who are Inoffensive to them or have the Gentle Gift may.&lt;br /&gt;
&lt;br /&gt;
Note that while Alluring to Magical Beings can affect Hermetic magi, the Parma Magica protects against this effect as part of resisting the social penalties of The Gift. Might and other forms of general Magic Resistance do not hinder this effect.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Enchanting (Ability)|Minor, Supernatural|Like Enchanting Music &#039;&#039;&#039;&#039;&#039;(ArM5, page 65)&#039;&#039;&#039;&#039;&#039;, this Supernatural Ability applies to a particular type of artistic expression: dance, drawing, storytelling, even craftwork. Those with this Virtue may find that in Faerie auras this Ability allows them to change or control events based on how well they depict them with their art.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Faerie-Raised Magic|Major, Hermetic|The character’s experience with faeries and the Faerie realm has conditioned him to invent spells very quickly; to him, formulaic spells seem like inherent powers that you can learn through observation and experimentation. Because of this, he can teach himself spells outside of the laboratory. You may spend experience points from Exposure, Adventure, and Practice on spells that mimic faerie powers or other supernatural effects your character has observed that season.&lt;br /&gt;
&lt;br /&gt;
To invent a spell in this way, the magus’s Technique + Form + Intelligence + Magic Theory must at least equal (the spell’s level – 10), and you must spend a number of experience points equal to (the spell magnitude + 4). Spells of level 5 or less cost their level in experience points (but always at least 1). For example, a level 2 spell costs 2 experience points, and a Level 15 spell costs 7 experience points. The magus cannot invent Ritual spells in this way.&lt;br /&gt;
&lt;br /&gt;
If the magus already knows a spell that is [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to one he wishes to invent, any experience points you spend towards learning that spell are increased by one half. This means that a level 25 spell would cost 6 experience points instead of 9, for example.&lt;br /&gt;
&lt;br /&gt;
This Virtue also includes [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Spell Improvisation|Spell Improvisation]]. That is, you may add the magnitude of a known formulaic spell as a bonus to your character’s Casting Total when spontaneously casting a spell that is similar to it.&lt;br /&gt;
&lt;br /&gt;
If you take this Virtue during character creation, you should also take the Faerie Upbringing Flaw. Because the magus’s master also had to teach him about human society, he probably had less time to teach him Hermetic magic. It is possible that the apprentice invented formulaic spells quickly enough on his own to compensate for this, but you might take the Weak Parens Flaw to suggest this limitation of his apprenticeship.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Independent Study|Minor, General|The character develops new skills extremely quickly on his own. When he is studying through Practice, add two to the Source Quality, and add three to the Source Quality of his Adventure experience.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Inoffensive to (Beings)|Minor, General|This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might.&lt;br /&gt;
&lt;br /&gt;
The character’s Gift does not bother beings of this sort, although it still has the normal effects on others. For example, Inoffensive to Animals makes it easier for her to get along with mundane beasts. Animals who react positively to The Gift still react positively to her, since she does have The Gift, but those that do not are not disturbed by her presence.&lt;br /&gt;
&lt;br /&gt;
You may not take this Virtue more than once; characters who are Inoffensive to more than one type of being should take Gentle Gift instead. UnGifted characters may take this Virtue only if they have the Flaw Magical Air.&lt;br /&gt;
&lt;br /&gt;
Some Merinitae refer to these Virtues with special terms that suggest the three cords of the enchantment that binds a magus to his familiar. Inoffensive to Animals is called “The Bronze Gift,” Inoffensive to Faerie Beings is “The Silver Gift,” and Inoffensive to Magical Beings is known as “The Golden Gift.”}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Spell Improvisation|Minor, Hermetic|The magus may add the magnitude of a formulaic spell he knows as a bonus to his Casting Total when spontaneously casting a spell that is [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to it. This includes fast-casting a spell that is the same as or very similar to one of his formulaic spells, though he does not get this bonus if he has the Fast Cast Ability for a mastered spell, since in that case you add his Mastery Ability instead. This bonus does not stack with other bonuses to his Casting Total, nor does it stack with itself if the magus happens to know several similar spells.}}&lt;br /&gt;
&lt;br /&gt;
=== New Flaws ===&lt;br /&gt;
These Flaws are designed primarily as Ordeals for Initiatory rites. However, players of characters who belong to House Merinita or who have similar interests might also consider taking these Flaws during character creation.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Harmless Magic|Minor, Hermetic|The character’s Perdo spells cannot permanently destroy anything; they temporarily disrupt the target, like Perdo Imaginem magic, but as soon as the duration has passed the target returns to its natural state as if nothing had happened, like a Muto effect. This means that a version of &#039;&#039;The Wound that Weeps&#039;&#039; (PeCo15), for example, briefly causes a painful, bleeding wound that immediately closes again. Likewise, &#039;&#039;Fist of Shattering&#039;&#039; (PeTe10) causes an object of stone or weaker material to briefly break apart, but then fuse itself together again. The character’s Ritual Perdo spells function normally, however.&lt;br /&gt;
&lt;br /&gt;
This weakness can be a boon to a crafty character. A maga might invent a spell to destroy a heavy rock at Concentration Duration; she could then cast it and lie in wait. When her enemy walks into the vacant space, she could release her concentration and crush her victim beneath it when it reforms. However, in most cases this limitation is a minor hindrance, as useful Perdo magic requires longer Durations.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Inconstant Magic|Minor, Hermetic|The character’s magic is easily distracted, it stutters and starts. Spells that require his guidance (e.g. concentration, or aimed spells) after being cast are not immediately responsive, as if the character must focus the spell’s attention, and spells that are triggered by a condition (such as Waiting Spells or enchanted devices) take about two minutes to activate, as if the magic had wandered off when the caster was not watching it carefully. Any magic items he creates with constant effects are interrupted at sunrise and sunset; the magic is not seamless. The character suffers a –3 penalty to all Finesse rolls.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Offensive to (Beings)|Minor, General|This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realm, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might.&lt;br /&gt;
&lt;br /&gt;
Beings of the chosen category react badly to the character, as if he had The Gift, which makes them very uncomfortable around him and gives him a –3 to all social interaction rolls with them.&lt;br /&gt;
&lt;br /&gt;
You may not take this Flaw more than once; characters who are Offensive to more than one kind of being should take Magical Air instead. Characters with The Gift may take this Flaw only if they have the Gentle Gift, which makes this type of being react to them negatively while others are unaffected.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Unbearable to (Beings)|Minor, General|This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might.&lt;br /&gt;
&lt;br /&gt;
These beings are extremely disturbed, frightened, and possibly enraged by the character’s presence. She suffers an additional –3 penalty on all social interactions with them, which adds to the –3 penalty normally associated with The Gift. Only characters with The Gift or Magical Air may take this Flaw, and it cannot be combined with the Blatant Gift.&lt;br /&gt;
&lt;br /&gt;
The Flaw is sometimes known by different names among Merinitae, depending on the type of being it affects. Offensive to Humans is called “The Tin Gift”; Offensive to Infernal Beings is called “The Iron Gift”; and Offensive to Divine Beings is called “The Leaden Gift.” These Flaws are thought to balance the similar Inoffensive Virtues; it is very common for characters with one of the positive versions of The Gift to have one of these negative versions as well.&lt;br /&gt;
&lt;br /&gt;
You may not take this Flaw more than once; characters who are Unbearable to more than one kind of being should take the Blatant Gift instead.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Unnatural Magic|Major, Hermetic|Because of the unreal and illusory nature of your magic, none of the character’s Creo rituals have a permanent effect. Wounds magically closed with &#039;&#039;The Chirurgeon’s Healing Touch&#039;&#039; (CrCo20), for example, reopen again as soon as he finishes casting the spell, as the magic truly lasts only a moment. He also cannot extract vis from an aura using Creo, since his version of that Art is too unstable for it to remain in a lasting physical form.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Vulnerable Magic|Major, Hermetic|The character’s magic is automatically dispelled in certain uncommon circumstances. Examples include: when touching iron, when under the influence of the Divine, when crossing over running water, when his name is spoken three times, or when he is not touching the ground. This condition immediately ends the duration of a spell when it is applied to the target, or all of your active spells when applied to you.&lt;br /&gt;
&lt;br /&gt;
This Flaw may be taken multiple times, so long as a different condition is specified for each.}}&lt;br /&gt;
&lt;br /&gt;
=== New Abilities ===&lt;br /&gt;
These Abilities are only taught to magi who have Initiated the Mysteries of House Merinita.&lt;br /&gt;
&lt;br /&gt;
==== Faerie Magic ====&lt;br /&gt;
Faerie Magic is an Arcane Ability learned after Merinitae initiate the [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Outer Mystery of Faerie Magic]], which represents how their magic differs from normal Hermetic magic. This includes the ability to apply faerie thinking to arcane activities, usually by drawing out sympathetic connections between magical and mundane things.&lt;br /&gt;
&lt;br /&gt;
These mystic relationships may be integrated into casting tools that Merinitae often use with their spells, called [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Charms|charms]]. These are symbolic representations designed to highlight a particular quality of the target that always involve some sort of artistic ability. They may be used to increase Penetration, but are also used with many of the Inner Mysteries to produce other interesting effects.&lt;br /&gt;
&lt;br /&gt;
Merinitae can integrate the principles of charms into their laboratory activities, making use of their knowledge of symbols associated with the Faerie and Magic realms in their work, and this is represented by three additional effects of the Faerie Magic Ability:&lt;br /&gt;
* Faerie Magic may be substituted for Magic Theory when experimenting, when using faerie vis, or when practicing magic associated with the Faerie realm.&lt;br /&gt;
* The amount of vis you can use in a single season is equal to your (Magic Theory + Faerie Magic) x 2, so long as all of it is faerie vis.&lt;br /&gt;
* Add your score in Faerie Magic to the number of botch dice you roll in these conditions, but the effects of these additional dice tend to be more annoying than dangerous; it takes two of these botches to produce the negative effects of a normal botch die. The character still gains a Warping Point for each 0 rolled on these extra dice, though they do not force you to check for Twilight. (This is because integrating faerie power into magic warps the character more quickly, but does not increase her chances of being overcome by it.) Two or more botches on the standard botch dice require a check for Twilight as normal, however.&lt;br /&gt;
&lt;br /&gt;
Faerie Magic might also represent the union of Faerie Lore and Magic Lore, the knowledge of similarities between the two realms. Often this combination can inspire surprising insights, especially when dealing with entities traditionally associated with both realms, like pagan gods, ghosts, and chimerae. It is also an appropriate Ability to use when trying to distinguish between Magic and Faerie, as it can address differences between the two realms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties:&#039;&#039;&#039; faerie vis, experimenting, inventing spells, charms, lore (Arcane)&lt;br /&gt;
&lt;br /&gt;
===== Charms =====&lt;br /&gt;
Charms are casting aids that all magi who study Faerie Magic learn how to make, which identify a specific magical effect using sympathetic magic. They can be physical objects, like sculptures or drawings; or performances, like songs or stories; or even arcane pronouncements or ceremonies, like prophecy or naming.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;temporary charm&#039;&#039;&#039; takes about ten minutes to design, and must be used right away, typically with spontaneous magic. More lasting charms, or &#039;&#039;&#039;permanent charms&#039;&#039;&#039;, take several hours, and must involve a special object that the maga wields when she activates the charm, incorporating the object into the effect; if this object is damaged, the charm must be remade.&lt;br /&gt;
&lt;br /&gt;
A maga who has a score in Faerie Magic and an Arcane Connection to her target may use a charm as a sympathetic representation, increasing her Penetration multiplier by two. This requires a roll when the charm is made: composing a song might use Communication + Music, while a drawing might be Dexterity + Craft. The maga produces an effective charm on a roll of six or more, or nine or more for a permanent charm. Other magi can do this without Faerie Magic, but it takes them longer and they need a higher total on the roll (see [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Arcane Connections|Sympathetic Connections]]).&lt;br /&gt;
&lt;br /&gt;
Temporary charms may only be used once, as they always include unique properties associated with the effect, though a permanent charm associated with a special object may be used whenever it is applicable. A maga may prepare any number of charms in advance, but may only incorporate one charm into a given spell in this way.&lt;br /&gt;
&lt;br /&gt;
==== House Merinita Lore ====&lt;br /&gt;
This is the Ability that Merinitae use to Initiate their House Mysteries, and thus it is the one thing that they all have in common. It represents knowledge of all the secret rites, mysteries, and legends associated with the House, including all three schools of Faerie Magic Mysteries, and even the nature Mysteries taught by Merinita to her followers before she disappeared. Magi who wish to Initiate the Inner Mysteries should have at least a score of 1, and Mystagogues of the many different House cults typically have scores of 4 or 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties:&#039;&#039;&#039; Initiating others, Initiating self, modifying an Initiation Script (Arcane)&lt;br /&gt;
&lt;br /&gt;
=== Familiars ===&lt;br /&gt;
Merinita introduced the ritual that allows a maga to bond with her familiar, and many of her followers have developed a special affinity for them. In fact, within the House it is far more respected to take a familiar than it is to train an apprentice, and those who do the latter before the former tend to be looked down upon by their peers. Merinitae who are interested in this direction might take a Major Magical Focus with Familiars, which applies to all spells and laboratory activities that affect familiars, either their own or those belonging to other magi.&lt;br /&gt;
&lt;br /&gt;
==== Enchanting a Faerie Familiar ====&lt;br /&gt;
If a character has been Initiated into the Outer Mystery of Faerie Magic, she may bind as a familiar any living thing that is inherently faerie by nature. This is almost always represented by having a Faerie Might score, though it can also apply to people and animals that have become fay by close association with the Faerie realm. The being must be somehow attuned to the maga in order for the enchantment to succeed, exactly the same as with magical beasts, requiring mutual admiration and a compatible nature. The character then enchants the faerie as normal, using the [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Familiars|Familiar Bonding Lab Total]].&lt;br /&gt;
&lt;br /&gt;
There are three special powers inherent in the enchantment of a faerie familiar. These are:&lt;br /&gt;
* &#039;&#039;&#039;Shared Powers:&#039;&#039;&#039; The maga may activate any of the familiar’s powers as if she possessed them herself, much like casting formulaic spells, by using her Fatigue Levels in place of Might. Each Fatigue Level she spends is worth a number of Might Points equal to (familiar’s Might Score / 5). Thus, if her familiar had a Might Score of 10, the maga could spend a Fatigue Level as if it were 2 Might Points. Faeries do not have Fatigue Levels, but the familiar may expend the same number of Might Points as if it were a Fatigue Level, allowing it to exert itself in combat.&lt;br /&gt;
* &#039;&#039;&#039;Shared Sense:&#039;&#039;&#039; The maga can tell when the familiar perceives something with its faerie senses that she cannot, or when she can see something that her familiar cannot. Since most faeries have Second Sight, this is often useful information, and the familiar receives the same insight. This gives each of the couple at least a general idea of the direction and distance to the irregularity.&lt;br /&gt;
* &#039;&#039;&#039;Shared Fatigue:&#039;&#039;&#039; The familiar may regain (its Might Score / 5) Might Points by resting, just as the maga regain Fatigue Levels. For example, if a familiar with Might Score 10 had spent 2 Might Points, it could regain both of them by resting for two minutes. If it were down 4 Might Points, it would take it ten minutes of resting to regain the fi rst two points, then two minutes more for the last. The familiar may also spend Might Points when the maga would lose a Fatigue Level, allowing her to draw upon its tirelessness instead of expending her own energy. This costs it a number of Might Points equal to the value of the Fatigue Level the maga would reach, with each Level worth (familiar’s Might Score / 5). Thus, for a familiar with Might 10 to give the maga a Fatigue Level when she is Fresh would cost it 2 Might Points, Winded would cost 4, Weary 6, and so on.&lt;br /&gt;
&lt;br /&gt;
The three cords still function as normal, but as it is part of the nature of faeries to chafe against bindings, the cords grow weaker over time (unless they are reinforced by the faerie cords described below). Every year one of them degrades, usually the one with the highest value. This is handled in a manner similar to the way Characteristics are affected by aging, so that each year one of the cords receives an Aging Point. After four years of Aging, a +3 cord would become +2, three years later it would become +1, and after two more years it would be 0. If all three cords have scores of 0, the bond degrades completely at the end of the year and the enchantment is broken. The faerie is released, and all powers that have been invested into the bond are lost.&lt;br /&gt;
&lt;br /&gt;
Followers of Merinita have always been disappointed by this limitation of faerie familiars, but they have decided that it is part of the nature of Faerie, and have come to accept it. Because of this, many members of the House advocate not becoming too deeply attached to their familiars, and in fact recommend avoid lasting personal commitments in general. Deep, abiding relationships cannot be forged with the faeries, they warn, and so they suggest that magi take an interesting succession of temporary faerie familiars instead, experiencing a wide variety of companions throughout their lifetimes.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae are troubled by this practice, especially as it seems to be the exact opposite of what their Founder believed, and distorts the whole purpose of her enchantment. Thus, many of them do not take faerie familiars at all, preferring to bind a magical animal for life using the standard method that has been integrated into Hermetic magic theory. It is also generally held that Merinitae who are extremely fay in personality should bind magical familiars, not faerie ones, to help balance their two natures, and so there is no stigma associated with this choice — in fact, a Merinita maga might even bind a magical familiar simply to increase her reputation as faerielike.&lt;br /&gt;
&lt;br /&gt;
===== Temporary Familiars =====&lt;br /&gt;
One of Merinita’s first apprentices who later joined Quendalon, a maga named Alsia, developed a spell that allowed those with Faerie Magic to approximate binding a familiar, though of course the effect is only temporary. This unusual application quickly spread throughout the House, and it is particularly appreciated by those who favor taking many different familiars. Thus, it may be invented by anyone who has been Initiated into the Outer Mystery of Faerie Magic, and since it is old and popular, there are likely to be Lab Texts of it found in Hermetic libraries throughout Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
The idea of the spell is surprisingly acceptable within the House, as it is a common bargain for faeries to agree to serve a maga for a specific length of time, and this effect helps enforce the arrangement. It is the maga’s responsibility to care for her slave, while it is expected to serve its master and do what she tells it to do. Those who abuse their familiars lose respect in the House, and may even fi nd that some of their sodales are willing to help faerie slaves escape the terms of their service.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Farie Chains of the Familiar Slave|CrVi Gen&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Until, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&amp;lt;br/&amp;gt;&#039;&#039;&#039;Requisites:&#039;&#039;&#039; see below|This ritual binds a supernatural creature to the caster as her familiar, until a condition incorporated into the spell comes to pass. The level of the ritual must be no less than (the creature’s Might + 15), though she may also need to penetrate its Magic Resistance if casting on an unwilling target. It has no effect if the target is already bound as a familiar to another.&lt;br /&gt;
&lt;br /&gt;
Casting requisites of a Technique and Form appropriate to the creature’s nature and physical form may be included. These two Arts are used to determine the Lab Total for any subsequent improvements to the bond. The cords connecting maga and familiar have initial values of 0, and the vis cost of this ritual does not apply towards these improvements. The maga can strengthen the bond in the lab, but the effect is still inherently temporary. If she casts this on a faerie, she gains the three special powers (Shared Powers, Shared Senses, and Shared Fatigue) associated with a faerie familiar, but the cords will decay as normal, though the bond is never completely broken so long as the spell’s duration remains in effect.&lt;br /&gt;
&lt;br /&gt;
Because the bond is often made under duress, the familiar is much more wild and independent than normal familiars, and typically must be subdued or guarded to ensure it does not try to escape. The two are probably at odds most of the time, and the faerie is likely to bear a grudge against the maga afterward if it is taken advantage of or treated badly.|Base effect, +1 Touch, +4 Until}}&lt;br /&gt;
&lt;br /&gt;
==== The Three Faerie Cords ====&lt;br /&gt;
In the late 1000s, a maga named Farrago Bonisagi discovered a solution to the dilemma of faerie familiars. She belonged to House Bonisagus, but she was very interested in integrating faerie powers with Hermetic magic theory, and she Initiated the Mystery of Faerie Magic many years after swearing the Oath, joining House Merinita to further her research. Her earliest project involved trying to find a way to learn faerie powers from a faerie familiar, Initiating them through the bond, but she was entirely unsuccessful at this, and she attributed her failure to the temporary nature of the enchantment. Soon she became obsessed with discovering a way to permanently bind herself to a faerie.&lt;br /&gt;
&lt;br /&gt;
Her studies led her to investigate cryptic comments attributed to Merinita, about additional cords in the familiar enchantment. She could not find a description of these cords, but she theorized that they were somehow connected to the others, and after many years of experimentation she was able to isolate three of them. She called these the leaden cord, the iron cord, and the tin cord, and she documented her discoveries well, so that anyone Initiated into Faerie Magic could take advantage of them. She also believed that there was at least one more cord still to be identified, but she did not speculate what it could do.&lt;br /&gt;
&lt;br /&gt;
These three cords have negative effects, rather than positive. They hinder the maga’s mind, body, and spirit in certain circumstances, offsetting the benefits of the other cords and making her more vulnerable. This is because they do not bring the maga and her familiar closer together, but rather bind the familiar more securely to the maga, preventing its faerie nature from eroding the cords that connect them. In a sense, these negative cords strengthen the positive cords, while at the same time limiting their power.&lt;br /&gt;
&lt;br /&gt;
The cords are purchased exactly the same way as the others, by dividing the maga’s Lab Total for a season into points that are allocated among them. The cords serve to balance each other, and so long as the sum of the values of one set of cords does not exceed the sum of the scores for the other, the cords do not degrade, and the maga does not need to apply Aging Points to them. This means that one negative cord increased to +3 can offset three positive cords at +1, or vice-versa. If there is a discrepancy, the highest-value cord on the side with the greater total, negative or positive, will receive an Aging Point each year as normal.&lt;br /&gt;
&lt;br /&gt;
Mirroring the positive cords, each negative cord also has a varying effect that penalizes both the maga and her familiar.&lt;br /&gt;
* &#039;&#039;&#039;The Leaden Cord:&#039;&#039;&#039; The maga is more susceptible to the Divine, and more prone to magical errors in its presence; add the value of this cord to the number of botch dice you must roll when the maga uses her powers in the Dominion or when touching a holy object. You must also subtract this score from her attempts to resist Divine influence, including Personality Trait and natural resistance rolls.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Cord:&#039;&#039;&#039; The maga cannot stand the feel of iron. When she is touching it, you must apply the value of this cord as a penalty to all of her rolls, and subtract it from her Soak when she is hit with iron weapons. She is also much more susceptible to the Infernal realm, and must increase the number of botch dice you roll by this amount when she uses her powers in an Infernal aura.&lt;br /&gt;
* &#039;&#039;&#039;The Tin Cord:&#039;&#039;&#039; The maga is more vulnerable outside of supernatural auras, and being cut off from a mystic realm makes her very nervous and uncomfortable. When she is not within a supernatural aura of some sort, you must subtract the value of this cord from all of her Personality Trait rolls, natural resistance rolls, healing rolls, rolls to withstand deprivation, and Aging rolls. You also subtract this value from her Soak.&lt;br /&gt;
&lt;br /&gt;
Faeries bound with these negative cords often come to resent their masters, and begin to feel a terrible yearning to escape. It is against the nature of the fae to be fettered; if the bonds do not degrade naturally, the familiar begins to desire freedom more powerfully than anything else, and becomes increasingly uncomfortable with the arrangement. Some faerie familiars commit suicide to break away from their bonds, while others choose to act out in strange and spiteful ways, and some simply bear their imprisonment in quiet despair.&lt;br /&gt;
&lt;br /&gt;
==== Binding the Gift (Minor House Mystery) ====&lt;br /&gt;
Merinita knew how to unlock an additional property of the cords that bind a maga to her familiar: she learned how to share the supernatural quality of her Gift that affects social relations with others, and in so doing could moderate some of the penalties. This is said to have helped her overcome her legendary shyness. She taught this secret to many of her followers, including some who later joined Quendalon, and thus it is still taught in her House.&lt;br /&gt;
&lt;br /&gt;
After Initiating this Mystery, the magus’s familiar is afflicted with the same social penalties that the magus himself suffers because of The Gift — most people and animals can sense that there is something different about the familiar, and are made uncomfortable by its presence. If the magus has the Gentle Gift, or if his Gift is inoffensive to a specific kind of being, his familiar is similarly protected by these Virtues. If he has the Blatant Gift, or is otherwise offensive to some, his familiar also inherits these Flaws.&lt;br /&gt;
&lt;br /&gt;
The three cords that bind the magus and his familiar also serve to lessen the penalties for both of them, and as they become closer to each other they can even overcome them altogether and become more alluring to certain kinds of people or creatures. The familiar acts as a soothing influence on the magus’s Gift, and helps to put other beings with similar backgrounds at ease. Each cord thus has an additional effect, as described below.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Gift:&#039;&#039;&#039; The storyguide should add the value of the golden cord to social rolls that involve interactions with all magical beings, meaning those that have a Magical Might score or who have a supernatural background associated with the Magic realm. This includes Hermetic magi, though they are usually immune to social effects of The Gift because of the Parma Magica.&lt;br /&gt;
* &#039;&#039;&#039;The Silver Gift:&#039;&#039;&#039; This strengthens the magus’s relationship with faeries and faerie creatures. Add the value of the silver cord to all social rolls involving people and creatures with Faerie Might, or who have a supernatural background associated with the fae. Magi with Faerie Virtues and Flaws are included in this category, but again they are usually shielded from the effect by the Parma Magica.&lt;br /&gt;
* &#039;&#039;&#039;The Bronze Gift:&#039;&#039;&#039; The magus’s Gift is less aggravating to mundane animals; the storyguide should add the value of the bronze cord to all rolls that deal with social interactions with them. Some animals — usually those with a supernatural nature — do not react negatively to The Gift, and in that case this cord does not improve the magus’s relations with them, since there is no penalty for the cord to offset.&lt;br /&gt;
&lt;br /&gt;
Bonding with a faerie familiar usually involves forging three additional cords, as described above, and these cords are also negatively affected by this Virtue. The value of the cord is added to the penalty for having The Gift, making the magus and his familiar even more despised in certain circumstances related to the cord.&lt;br /&gt;
* &#039;&#039;&#039;The Leaden Cord:&#039;&#039;&#039; The magus becomes less alluring in the Dominion, and Divine beings or people associated with the Divine realm are made more uncomfortable by his presence. The storyguide should subtract the value of the leaden cord from all social rolls made under these conditions, including whenever the magus is touching anything that is associated with the Divine realm.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Cord:&#039;&#039;&#039; The Infernal realm brings out negative qualities in the magus and his familiar, enhancing the discomfort caused by his Gift. Subtract the value of the iron cord from all social rolls you make in Infernal auras, when dealing with beings who have Infernal Might or an Infernal background, or when touching things that are tainted with evil. The magus is also similarly penalized whenever he is touching iron.&lt;br /&gt;
* &#039;&#039;&#039;The Tin Cord:&#039;&#039;&#039; The magus’s Gift is particularly aggravating to normal people, those who do not have any sort of supernatural background at all. The storyguide should subtract the value of the tin cord from all of his social rolls governing mundane human interaction.&lt;br /&gt;
&lt;br /&gt;
In circumstances where more than one cord applies, use the one with the greater value. For example, when interacting with a person who has both faerie and magical aspects, apply either The Golden Gift or The Silver Gift, whichever is stronger. If both a positive and negative cord apply, use both, adding the bonus and subtracting the penalty.&lt;br /&gt;
&lt;br /&gt;
This Mystery is considered a strange artifact of the House from before Quendalon, and most of the established Initiation Scripts for it are very nature oriented, often involving Ordeals where the magus must live in the wilderness or on the fringes of society for a time.&lt;br /&gt;
&lt;br /&gt;
=== Arcadian Mysteries ===&lt;br /&gt;
These are the Mysteries that were allegedly discovered by Quendalon, and which were responsible for the dramatic change in focus for his House. They concern faeries and the Faerie realm, making it possible for magi to travel through Faerie, summon faeries from Arcadia into the physical world, and to actually become faeries themselves.&lt;br /&gt;
&lt;br /&gt;
==== Arcadian Travel (Minor Arcadian Mystery) ====&lt;br /&gt;
This Mystery allows the maga to travel between Faerie and the mortal world with relative ease, via special pathways called &#039;&#039;&#039;trods&#039;&#039;&#039;. Trods are roads that lead into and out of Faerie; they are what connect the different levels of regiones to each other and to the mundane world, and can even lead to Arcadia. These paths occasionally occur naturally, as those who are familiar with regiones know, but with this secret magic Merinitae can cause them to appear at will.&lt;br /&gt;
&lt;br /&gt;
Opening a trod requires that the maga first design a [[Charms|charm]] that depicts the trod’s destination. It is possible to create a charm for a place to which she has never been — the Ease Factor is 12 for a mundane place, 15 for a regio level, and 18 if the destination is part of Arcadia. Note that while human beings can make trods to visit fantastic places they can only imagine, faeries cannot; they can only travel to places they know.&lt;br /&gt;
&lt;br /&gt;
Once she has an appropriate charm, the maga must concentrate upon it; she must be able to perceive the charm, and if it was made in advance, she must touch the object associated with it. This process usually takes about ten minutes, though if she is designing the charm on the spot, she can combine this time with the time it takes to make it. Then the maga must roll her scores in Perception + the Ability used to make the charm.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Arcadian Travel Total|stress die + Perception + (Ability) + Aura}}&lt;br /&gt;
&lt;br /&gt;
A mundane destination can only be reached by first traveling to a level of a regio above it, and the more removed from reality the destination, the more difficult it is to open the trod, as shown in the following chart. However, if the maga has an Arcane Connection to the trod’s destination, she may subtract 6 from the Ease Factor. For the purposes of evaluating the modifier for a supernatural aura, you may treat this as either a Faerie or Magical power, taking the more beneficial effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Arcadian Travel Ease Factor&lt;br /&gt;
|-&lt;br /&gt;
! Destination !! Ease Factor&lt;br /&gt;
|-&lt;br /&gt;
| Regio Level || destination level x 3&lt;br /&gt;
|-&lt;br /&gt;
| Leave Regio || current level of regio x 3&lt;br /&gt;
|-&lt;br /&gt;
| Arcadia || (13 – current aura modifier) x 3&lt;br /&gt;
|-&lt;br /&gt;
| Leave Arcadia || (13 – destination aura modifier) x 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Besides the maga, a trod can affect a number of other people equal to her Faerie Magic score, so long as they all participate in the activation of the charm, concentrating upon it as the maga does. While they are immersed in the experience, the maga leads them through the trod, and they immediately appear at its destination beside the maga. It is impossible for a person to enter a trod unwillingly, though it might happen unwittingly.&lt;br /&gt;
&lt;br /&gt;
==== Animae Magic (Major Arcadian Mystery) ====&lt;br /&gt;
This Mystery allows the maga to bring out faerie properties of everyday things, transforming inanimate objects into living beings and producing faerie creatures at will. These temporary faeries are called &#039;&#039;&#039;animae&#039;&#039;&#039;, “artificial souls.” This includes a number of new spell guidelines that only magi with this Virtue can use, described below.&lt;br /&gt;
&lt;br /&gt;
Animae are essentially alive, and like most faeries they are intelligent and can interact with their environment. They often have powers appropriate to their Might, and while they are not necessarily friendly, they are usually willing to bargain with the maga for their aid. In exchange for such mortal pleasures as a full wineskin, roasted meat, or a kiss, they might fight for the maga, scout out the area, carry her over obstacles, or ensure a good harvest.&lt;br /&gt;
&lt;br /&gt;
While they usually resemble humans and can often be affected by Corpus and Mentem spells, animae are also part of the Form appropriate to their nature, and magi may use that Form to target them in the same way that they would use Animal to affect beasts. Thus, animae can be warded away by Rego effects of this Form, but note that they can appear inside an &#039;&#039;Aegis of the Hearth&#039;&#039; if summoned from within its boundaries.&lt;br /&gt;
&lt;br /&gt;
Merinitae often argue about the origins of animae. Some say they are simply a sleeping aspect of nature brought forth by Faerie Magic. Others say that a faerie spirit is summoned from Arcadia to animate the target. Some think that the magic actually creates a new faerie from the caster’s belief. No one knows for sure if any of these theories are correct, though.&lt;br /&gt;
&lt;br /&gt;
===== Animae Guidelines =====&lt;br /&gt;
Animae spells are Creo or Muto. A Muto spell transforms a mundane thing into a faerie, usually something appropriate to its nature, while Creo simply summons a faerie associated with the Form, and the maga has very little control over what. Since all faeries have Might, and since their Might is added to the level of the spell, Animae spells must always be designed at a level greater than that given in the guidelines. For example, to summon a faerie insect with a Might Score of 1 is a base level 11 Creo Animal effect, and to change a pool of water into a water faerie with Might 10 requires an effect of base level 20.&lt;br /&gt;
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&#039;&#039;&#039;Animal&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faerie animals are just like mundane animals, except that they can usually talk, walk like people, and often have other human qualities. Animals or animal products changed into animae usually retain beastlike properties, though they are still intelligent. For example, a goat changed into a faerie would be hairy, with horns and goat’s feet, and appropriately goatlike Personality traits; a fish might become a mermaid or some other sort of part-human, part–sea creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Animal:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie insect.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie bird, reptile, fish, or amphibian.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Create a faerie mammal.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Create a faerie with animal parts, like wings or gills. Create a faerie that is a combination of multiple animals.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Animal:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change an animal into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Change something made of animal products into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Change something made of multiple animals or animal products into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquam&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Water faeries can be capricious, but are often deep and unfathomable. They have powerful desires, and can be incredibly destructive when unleashed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Aquam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a water faerie.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Aquam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change liquid into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auram&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the air are typically sanguine and flighty, though note that they are also associated with thunderstorms, wind, and lightning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Auram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie of the air.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Auram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change a weather phenomenon into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpus&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the body may appear human, but are definitely not. They are usually deformed in some way. It is impossible to change a living person into a faerie with Animae Magic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Corpus&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create an obviously nonhuman faerie (a walking skeleton, a head without a body).&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie that appears basically human (a corpse, a hunchback).&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Corpus&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Change a skeleton, corpse, or other human remains into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Animate human remains in an unusual shape, or a combination of multiple bodies.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Combine human and animal remains into a faerie (Animal requisite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herbam&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the wood are probably the most well-known faeries in Mythic Europe. They generally behave very similarly to trees whose consciousness has been awakened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Herbam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Create a faerie of the wood.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Herbam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Change a plant or item made from plant products into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Light, flame, and heat are properties all fire faeries share. While Ignem also covers darkness and the absence of heat, faeries of coldness or ice are typically produced with Aquam or Terram spells, and faeries of shadow are considered part of Imaginem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Ignem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie of fire, heat, or light.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Ignem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change fire, heat, or light into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaginem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Animate images do not usually gain additional properties outside their idiom; for example, a faerie echo can only repeat what she hears, and an animate portrait cannot leave her frame. An illusory copy of a person may look and sound like the original but does not necessarily inherit her memories or knowledge. Two notable exceptions are reflections and shadows: when changed into faeries, since they remain tied to their originator and only appear under certain conditions (in mirrors or light), they often retain a part of their source’s identity, and know things that only the original would know otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Imaginem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Create an illusory faerie that can affect one sense. Additional senses add one magnitude each.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Imaginem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Change an image that affects one sense into a faerie. Each additional sense the original image affects, or each additional sense that the faerie image can affect (giving a portrait a voice, for example), adds one magnitude to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Mentem faeries are dangerous to experiment with as they live in the mind and can sometimes take it over. They are typically associated with stories and the imagination, and their host might find herself thinking about friends no one else sees, or interacting with these creatures in dreams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Mentem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie in a person’s mind.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie ghost.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Mentem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change an emotion, memory, or thought into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Release a faerie from a person’s mind (with requisites appropriate to its new form).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terram&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the mountains tend to be gruff and slow, though like avalanches they can sometimes move with surprising speed. Those associated with earth are often warm and soft-hearted, while faeries of stone can be cold and passionless. Iron faeries are usually wicked and demonic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Terram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Create a faerie associated with sand, dirt, mud, or clay.&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Create a faerie associated with stone or glass.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie associated with base metal.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Create a faerie associated with precious metal.&lt;br /&gt;
* &#039;&#039;&#039;Level 35:&#039;&#039;&#039; Create a faerie associated with gemstone.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Terram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Change dirt, sand, mud, or clay into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change stone or glass into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change metal or gemstone into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vim&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Vim faeries are the most unpredictable of all, essentially raw magic given life. They are associated with supernatural effects and especially Warping, and are drawn to auras, spells, and enchanted devices. They have powers similar to daimons (see The Mysteries Revised Edition, Theurgy). Note that spells changed into faeries only last as long as the original spell, even if the transformation spell has a longer duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Vim&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Create a faerie daimon.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Vim&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Gen:&#039;&#039;&#039; Change a spell or effect of level less than or equal to (this spell’s level + 5) into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; Change vis into a faerie, with (number of pawns x 5) Might Points, using up the vis in the process.&lt;br /&gt;
&lt;br /&gt;
==== Becoming (Major Arcadian Mystery) ====&lt;br /&gt;
This Mystery teaches the maga how to become a faerie, as Quendalon was reputed to have done (though some secretly think it actually destroys the maga and summons a faerie to take her place). It is an irreversible process with many strange effects, both beneficial and otherwise, and the character must be prepared to undergo dramatic changes to her magic and her being that alter her very nature.&lt;br /&gt;
&lt;br /&gt;
There are three primary transformation rituals associated with Becoming, each one changing a different part of the maga: her body, her mind, and her spirit. This is done through a special kind of laboratory activity that only Merinitae who have Initiated this Mystery can attempt. The maga must perform all three rituals to become entirely fay, in any order, and each requires a season of effort, wherein the maga’s Lab Total must equal or exceed the level of the ritual.&lt;br /&gt;
&lt;br /&gt;
The Technique and Form used determine what sort of faerie the maga becomes, and these may differ for each part of the enchantment: Transformation of the Body changes her appearance, Transformation of the Mind changes her personality, and Transformation of the Spirit changes her magic. After the enchantments are finished, the maga finds her being fundamentally altered to conform to these Arts. For example, Creo Ignem might cause her to look younger and swarthier, Intellego Animal might make her more prone to act on her instincts and curiousity, and Perdo Auram might associate her Might with the destructive properties of the weather.&lt;br /&gt;
&lt;br /&gt;
Each transformation ritual has its own criteria for determining the level of the effect, but until she has a Might Score, the maga’s Lab Total cannot exceed her Warping Score multiplied by her Faerie Magic score. Prior to that time, she must use the lesser of the two formulas as her total. After her Transformation of the Spirit, she no longer has this limitation. For this reason, Merinitae often devote themselves to magical experiments and adventures that cause them to gain more Warping Points before performing these rituals.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Becoming Lab Total Limit|Warping Score x Faerie Magic}}&lt;br /&gt;
&lt;br /&gt;
Like Initiating Mysteries, all of these transformation rituals are affected by Ordeals, either from previous Initiations or undertaken during the season of the transformation. Multiply the appropriate bonus for the Ordeal by five, and subtract it from the required level of the enchantment. For example, gaining a Major Flaw during a ritual would reduce the level of the first enchantment by 45, the next by 30, and the next by 15. This also counts as having Initiated a Mystery when applying that Ordeal to subsequent Mystery Initiations or rituals.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ordeal Modifier|Level – (Initiation Modifier x 5)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Body:&#039;&#039;&#039; The maga does not age and never suffers Fatigue. She no longer has Fatigue Levels, and cannot exert herself as others do, either in combat or to cast spontaneous spells, though she may simulate this exertion by spending a Confidence Point. As part of the enchantment, her apparent age and appearance become fixed on the cusp of two different phases of life: this is usually either her youth, right after puberty; or adulthood, when her hair first begins to turn gray; or old age, when her hair has become completely white. The level of the enchantment is the character’s true age (the number of years that have passed since she was born) minus 35, plus five times her Decrepitude Score.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Body|(Character’s Age – 35) + (5 x Decrepitude Score)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Mind:&#039;&#039;&#039; The maga needs no sleep. This means she has two additional free seasons each year, though she cannot perform laboratory activities during them. She can study or adventure, however, and can save up her extra time for the beginning or end of a season, so that she may finish lab projects in two months instead of three, and may spend up to sixteen days away from the lab with no penalty. However, she cannot learn any new Abilities ever again — she can improve Abilities she already possesses, but she cannot gain new ones — and she cannot invent spells or magical effects that are not at least [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to spells she already knows. This limits her spontaneous magic and her laboratory inventions, though she can still master the spells she has learned. The level for this enchantment is the total of her scores in all of her Abilities.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Mind|Total Score in Abilities}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Spirit:&#039;&#039;&#039; The maga sacrifices The Gift and becomes a faerie creature. This makes her immune to Warping and gives her Faerie Might, which she may use for Magic Resistance and Penetration. She may still cast spells and perform laboratory activities, but doing so costs her one Might Point for each magnitude of the effect. She is also affected by wards like Aegis of the Hearth and other powers that affect faeries. The level of this enchantment is the total of her scores in all of her Arts, and once it is completed she gains a Might Score equal to half her Becoming Lab Total.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Spirit|Total Score in Arts}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Faerie Might Score|Becoming Lab Total / 2}}&lt;br /&gt;
&lt;br /&gt;
After the maga has become a faerie, she may strengthen her connection to the Faerie realm by performing lesser transformation rituals, further empowering the enchantment. In this way, the maga can give herself faerie powers or better imitate aspects of humanity that she has given up in the Becoming ritual. Here are three examples of lesser transformation rituals, though other rituals that impart faerie powers may exist, and could be discovered through experimentation or original research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Altering the Enchantment:&#039;&#039;&#039; The maga can make herself appear older or younger, and can choose a different Technique and Form to determine her physical appearance; or she can alter the Arts that determine her faerie personality; or she can increase her Might Score and change the associated Form. The level of this enchantment is the same level as the transformation ritual she is altering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspired Knowledge:&#039;&#039;&#039; The maga can give herself a score of 1 in a new Ability, so long as she could learn it if she were human and has set aside 5 experience points for it. She can also master spells in this way, assuming she knows the spell she wishes to master. The level of this enchantment is the sum of her scores in all Abilities that belong to different categories. For example, when learning a Martial Ability she would add up her scores in non-Martial Abilities, including spell mastery Abilities, to determine the effect level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Empowered Faerie:&#039;&#039;&#039; The maga can learn a new spell, essentially a faerie power that she can activate with her Might. The level of the enchantment is equal to the level of the spell she will gain, which costs her a number of Might Points equal to its magnitude to cast. Exceeding the level by five reduces this Might cost by one, so that doubling it makes the spell cost nothing. She can also reduce the cost of spells she already knows with this same ritual. Likewise, she can increase the number of Might Points a power costs to activate in the same way, if she wishes to increase her Penetration Total.&lt;br /&gt;
&lt;br /&gt;
===== Becoming and Familiars =====&lt;br /&gt;
When a maga becomes a faerie, she is affected by Merinita’s enchantment in exactly the same way as a faerie. The cords begin to feel like heavy chains, and the bond becomes a hateful form of oppression by her familiar. Unless she has forged the balancing negative cords, the connection between them decays as normal, even if both of them are faeries. Some Merinitae theorize that there must be another ritual to transform the magical cords into faerie cords, which could allow two faeries bonded together to suffer no ill effects, but if that is possible it has not yet been discovered.&lt;br /&gt;
&lt;br /&gt;
==== The Line of Quendalon ====&lt;br /&gt;
After the House Divided, Quendalon took many new apprentices, desiring to share the knowledge he had gained from Faerie with his loyal followers. He also taught other magi his secrets, without requiring anything from them in return, in order to spread his magic throughout the Order. These magi came to be known as the Line of Quendalon. In return for his fantastic powers, Quendalon asked only that they join his House, and pledge their loyalty to him as Primus. Since then, the leaders of the House have all descended from this line, including Rhiannon, Vinaria, and Handri.&lt;br /&gt;
&lt;br /&gt;
Quendalon Initiated his followers in all three Arcadian Mysteries, and characters descended from his lineage may Initiate Arcadian Travel or Animae Magic through one of many well-known Initiation Scripts. Having himself been raised by faeries, Quendalon was said to have encouraged all of his followers to place Gifted children in their care, and so many of his line have Faerie-Raised Magic. Others commonly have a Major Magical Focus with Faerie. When they believe they are ready, having mastered the other Inner Mysteries, the elders of the line Initiate their filii into Becoming, and assist them in the transformation from human to faerie.&lt;br /&gt;
&lt;br /&gt;
Quendalon never took a familiar, and so these Merinitae are less critical of those who choose to forgo the Founder’s ritual, though they often have faerie friends and maintain complex relationships with the fae. The most popular Arts in this lineage are Vim, Muto, and Creo, and most Merinitae study a Form that represents the type of faeries in which they are most interested. Quendalon is said to have particularly favored Terram.&lt;br /&gt;
&lt;br /&gt;
These magi are sometimes associated with the name “The Last Commission,” in reference to a legend that Bonisagus himself smiled upon Quendalon’s efforts, charging him with the task of making the power of the Faerie realm more accessible to all magi. For this reason, Quendalon’s followers occasionally Initiate magi from other Houses, particularly Bonisagus. Many of them are Seekers, and more than any other Merinitae they devote themselves to experimental research and exploring the frontiers of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Line of Quendalon Initiation: Animae Magic|21 (Major Virtue known to the Mystagogue)|+16|The Initiate must spend a season visiting a Faerie aura, studying its inhabitants, and taking detailed notes on their behavior and relationships (+3). Then she must find and befriend the faerie that is most appropriate to her highest Technique and Form (+1), taking the Faerie Friend Flaw (+3). To secure its lasting friendship, she must make a bargain with it, giving up a uniquely human quality that cannot be replaced, such as the color of her eyes, all memory of her parents, or her first-born child (+6). She also receives a Prohibition never to break her word, or she will suffer a faerie wasting sickness (+3).}}&lt;br /&gt;
&lt;br /&gt;
=== Folk Mysteries ===&lt;br /&gt;
The common people have collected a great deal of wisdom about faeries over the years, and Merinitae have adapted that folklore into a unique set of Mysteries. These explore faerie magic associated with charms (see above), including charms that focus spells on particular targets, charms that invoke archetypal events, and charms that harness the power of symbols and sympathetic magic in the lab.&lt;br /&gt;
&lt;br /&gt;
==== Charm Magic (Minor Folk Mystery) ====&lt;br /&gt;
This Inner Mystery allows a Merinita to incorporate charms into her spells, making them more potent through sympathetic magic. This requires that she first invent a spell that incorporates a specific charm; this can be done with spontaneous, formulaic, or ritual spells. She must decide how the charm applies to the target and include this in the spell description. For example, if the name “Darius” were integrated into a spell, she could use a “Darius” charm when casting it on a target named Darius. Likewise, a spell might involve “winter,” “an axe,” or something “red.”&lt;br /&gt;
&lt;br /&gt;
A single charm imparts a +2 bonus to the Casting Total of the spell. The maga may incorporate the charm specified by the spell into her actions whenever she casts it; she must either create the temporary charm at the time of casting or have the object associated with a permanent charm at hand. When casting spells with the charms described above, she might tell a story about a person called Darius, or draw a picture that depicts winter, or whittle a stick into the shape of an axe, or play a song that suggests the color red.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Mari Amwithig of Merinita has Initiated Charm Magic, and modified her spell Slay the Innocent (PeCo[An]30) to include an “enemy” charm. She spends three hours composing a poem about an enemy, inscribing it on a fine piece of tanned vellum, and succeeds at her Communication + Language roll against Ease Factor 9. Whenever she reads this poem from the scroll while casting her spell on one of her enemies, she receives a +2 bonus to her Casting Total.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A spell can also incorporate several charms at once: when she invents the spell, the maga specifies all the charms it involves, up to as many as her score in Faerie Magic. There are also several categories that can be used to describe charms. These help to explain in what way a charm applies to the target, and are noted next to the charm like so: “Darius” (character), “winter” (event), “axe” (item), “red” (aspect). The maga receives a +1 bonus to her Casting Total for each charm incorporated into the casting, and an additional +1 bonus for each category represented by these charms. For example, a spell designed to affect a “magus” (character) named “Darius” (character) in “winter” (event) would give the maga a +5 Casting Total bonus; +3 for three charms, and +2 for two different categories.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Casting Total Bonus|+1 for each charm, +1 for each category represented}}&lt;br /&gt;
&lt;br /&gt;
The maga can also use charms to improve the effectiveness of her Penetration using an Arcane Connection to the target. This increases her Penetration Multiplier by one for each category beyond the first represented by the spell, in addition to the normal +2 for a [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Arcane Connections|symbolic representation]]. A spell designed to affect “Darius” (character) in “winter” (event) would give the maga +3 to her Penetration Multiplier when cast with an Arcane Connection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Sympathetic Connection Bonus|+2, +1 for each category beyond the first}}&lt;br /&gt;
&lt;br /&gt;
When casting a spell associated with several charms, the maga can design a single charm that incorporates all of the different concepts at once. For example, instead of writing three different songs, one about a “magus,” another about “Darius,” and a third about “winter,” she can write a single song about “Darius the magus in winter.” However, each additional concept adds 3 to the Ease Factor for making a charm, so that the song “Darius the magus in winter” would require a Communication + Music roll against an Ease Factor of 12 to compose.&lt;br /&gt;
&lt;br /&gt;
Spells may be designed so that the target is itself the charm, if the effect produces an artistic or poetically satisfying result. This requires about ten minutes of preparation and an Intelligence + Finesse roll against an Ease Factor of 6 to succeed. For example, a spell intended to turn a person into a lion could play upon the fact that both the warrior and a lion are brave, and so the spell could be designed to incorporate a “brave” (aspect) charm. However, the charm would have no effect if the target were not particularly Brave.&lt;br /&gt;
&lt;br /&gt;
At the storyguide’s discretion, charms that are absurdly broad — such as “a person” (character) or “Mythic Europe” (place) — give no bonus. Charms that the storyguide thinks inappropriate to the situation at hand may also fail. Anyone might be an “enemy,” for example, and so it may be necessary for the player to adequately explain how the charm distinguishes the spell’s target from other possible targets in order to receive the bonus.&lt;br /&gt;
&lt;br /&gt;
A spell incorporating charms may be cast without the charms being at hand, or on a target that does not correspond to the charms. However, the bonuses only apply if the maga has the charms and the target is appropriate.&lt;br /&gt;
&lt;br /&gt;
Instead of increasing her spell mastery abilities, a maga may devote mastery experience to associate additional charms with her formulaic spells. For each charm, this costs her 1 experience point per magnitude of the spell being modified. Any of the charms associated with a spell may be used when casting that spell, though the total number of charms incorporated into a spell’s casting can never exceed her score in Faerie Magic.&lt;br /&gt;
&lt;br /&gt;
===== Charm Categories =====&lt;br /&gt;
* &#039;&#039;&#039;Adage:&#039;&#039;&#039; “There is truth in wine,” “Power corrupts,” or “Out of sight, out of mind.”&lt;br /&gt;
* &#039;&#039;&#039;Aspect:&#039;&#039;&#039; A particular quality of the target, such as small, drunk, lazy, or rough.&lt;br /&gt;
* &#039;&#039;&#039;Character:&#039;&#039;&#039; The target’s name, occupation, title, bloodline, nickname, age, or birthmark.&lt;br /&gt;
* &#039;&#039;&#039;Event:&#039;&#039;&#039; What the target is doing: a chase, seeking justice, in love, a rescue, or a quest.&lt;br /&gt;
* &#039;&#039;&#039;Item:&#039;&#039;&#039; The target’s shape or material, or an object strongly associated with the target.&lt;br /&gt;
* &#039;&#039;&#039;Place:&#039;&#039;&#039; The location of the target: a forest, mountain, covenant, village, or ship.&lt;br /&gt;
&lt;br /&gt;
==== Story Magic (Major Folk Mystery) ====&lt;br /&gt;
Folk magicians know that things must always happen a certain way in a medieval story, and believe that they themselves are taking part in an unfolding story. This Mystery allows the maga to influence the story of her own life, by using a kind of folk magic that alters the course of events by inspiring particular circumstances, as they should happen in a medieval story. She brings about conditions that match the way that things would be in a myth or legend, just as faeries come into being according to popular beliefs and stories.&lt;br /&gt;
&lt;br /&gt;
Story Magic requires that the maga first design a &#039;&#039;&#039;story charm&#039;&#039;&#039;. This is a special kind of charm that cannot be designed spontaneously, as it draws upon a unique quality of an event. For example, to make a “magus” story charm, she might need a connection to a particularly impressive magus. Perhaps to create a “winter” story charm, she would need to remember lying in a snowbank on the coldest night of the year. An “axe” story charm might require an especially fine axe, once used to chop down an entire forest. Finding an appropriate object to associate with a story charm might be part of a special quest, like locating a compatible animal for a familiar. Without this legendary frame of reference, a maga cannot make an effective story charm.&lt;br /&gt;
&lt;br /&gt;
Once inspired, the maga prepares the charm as normal: she obtains an appropriate object to hold the charm and spends several hours designing it. Then she rolls the associated Characteristic + Ability against an Ease Factor of 9. Like Charm Magic charms, the charm should be given a descriptive term associated with a category (adage, aspect, etc.) to which the story event applies. After enduring a memorable siege, for example, she might make a “castle” (place), “battle” (event), or “haste makes waste” (adage) charm.&lt;br /&gt;
&lt;br /&gt;
A story charm may be used at any time, though it is most appropriate when the character is on an adventure of some sort. Activating it requires the maga to spend a Confidence Point. Afterward, the idea of the charm manifests at some point during the session: an event takes place, an object turns up, another character is affected, or a theme is emphasized, usually to the maga’s benefit. The player may give suggestions for what she wants to happen, but the storyguide determines the actual results, somehow incorporating the concept of the charm into the narrative. This story element is entirely at the storyguide’s discretion; it must come into play, but does not necessarily come about as the player expects, and it is even possible for the effect to escape her notice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: After Initiating Story Magic, Mari Amwithig manages to trick a faerie lord out of his birthright, and she represents this experience with a silver crown. She writes a poem about her cleverness, choosing a “shrewd” (aspect) charm, and beats an Ease Factor of 9 on her Communication + Language roll: the crown becomes a story charm. Later, before entering a faerie market, she puts on the crown and spends a Confidence Point, quietly reciting her poem to herself. Because of this, the storyguide rules that she bargains particularly well, and shrewdly trades a cask of wine for a goblin servant who will obey her for a year and a day, or until she asks it a question it cannot answer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Generally, a story charm should be applicable to the current situation, manifesting as a clue to a mystery, or an ally with a useful bit of aid. Perhaps it could be represented as a temporary bonus to certain rolls. It is not miraculous or even very powerful, but should make the player feel as if she has some additional control over the direction of the scene. Think of it like a Minor Story Flaw that applies to the adventure as a whole, which the maga can take advantage of if she watches for it. If a clear mechanical benefit is needed, assume the character has a +3 bonus on all rolls associated with the charm for the entire scene.&lt;br /&gt;
&lt;br /&gt;
The maga may also substitute story charms for charms in Charm Magic spells. In this way, story charms are like “wild cards” for their particular charm category. A story charm can be used in place of any charm from its same category: a maga could substitute a “guide” (character) story charm for a “magus” (character) or a “Darius” (character) charm when casting a spell that incorporates one of those charms, since they all affect characters. This still costs the maga a Confidence Point to activate the charm.&lt;br /&gt;
&lt;br /&gt;
==== Symbolic Magic (Major Folk Mystery) ====&lt;br /&gt;
Symbolic Magic encompasses several laboratory activities associated with charms and the symbols used in sympathetic magic.&lt;br /&gt;
&lt;br /&gt;
A maga with Symbolic Magic may use charms when designing invested devices, up to as many charms as her score in Faerie Magic, adding double the charm and category bonuses to her Lab Total instead of her Casting Total. If used with an Arcane Connection, this also increases the Penetration Multiplier for the device, which is only useful if some levels are set aside for Penetration. As the charms are built into the effect at creation, the effect cannot affect a target that is not covered by the charms, unlike a spell using charms, which merely loses the bonus. The trigger action must also incorporate these charms, so the effect cannot have an environmental or linked trigger, though the maga may still restrict who can use the device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Mari Amwithig’s parens builds her an enchanted flute with several invested effects using Symbolic Magic. One of them is an effect that allows her to speak with animals (InAn20). This incorporates three charms: “this animal can fly” (aspect), “dark” (aspect), and “one hears only what one wants to hear” (adage), which gives him a +10 bonus to his Lab Total (three charms and two different categories, doubled). This limits the effect to dark animals that can fly, and neither she nor the animal will hear something they do not wish to hear. If she has an Arcane Connection to the animal, she receives a +3 bonus to her Penetration Multiplier. To activate the flute, she must play a song about flying, darkness, and hearing what one wants to hear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A maga with this Virtue can also add charm bonuses to her talisman. Like attuning it to an effect associated with its shape or material, the maga can modify her talisman to act as a charm in particular circumstances, increasing her Casting Total whenever those circumstances apply, as with Charm Magic. A talisman may be attuned to as many charms as she likes, but only one charm may be attuned each season, and no more charms than her score in Faerie Magic may be incorporated into a single effect.&lt;br /&gt;
&lt;br /&gt;
A maga with Symbolic Magic may design permanent charms that other characters may use, creating symbolic representations or integrating the effects of Arcadian Travel or Story Magic into objects that characters without those Mysteries can carry. The wielder activates the charm instead of the maga who designed it, and so must spend the necessary Confidence Point, or concentrate upon the trod’s destination, when the charm is used.&lt;br /&gt;
&lt;br /&gt;
Finally, the maga gains the ability to design ritual spells that use a new Symbol Range, Duration, and Target, described below. Each ritual requires that she make a symbolic representation that identifies the target through at least three different charms (this requires Faerie Magic 3 and a Characteristic + Ability roll against an Ease Factor of 12 to design the symbol). For example, a portrait designed to affect the Faerie Queen of Irencillia at Symbol Range might include a “queen” (character) charm, a “winter” (event) charm, and a “faerie” (character) charm. To use Symbol Range, Duration, and Target together in one spell would require a total of nine charms (requiring Faerie Magic 9).&lt;br /&gt;
&lt;br /&gt;
If any of the charms do not apply when the ritual is cast, the spell fails; if any of the conditions associated with these charms cease to apply while the spell is still active, the effect ends immediately.&lt;br /&gt;
&lt;br /&gt;
Each use of a symbol requires a unique ritual spell. However, if the charms are described broadly enough, the same ritual can be used again in different &lt;br /&gt;
circumstances. For example, the ritual spell described above could affect a human queen with faerie blood when cast in winter, so long as new “queen,” “winter,” and “faerie” charms were fashioned to identify her.&lt;br /&gt;
&lt;br /&gt;
===== Symbol Range, Duration, &amp;amp; Target =====&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Range): You can affect something represented by a symbol as if you had an Arcane Connection to it, essentially allowing you to create an Arcane Connection to your target. This spell must be a ritual, but is otherwise equivalent to Arcane Connection range. If the symbol does not uniquely describe the target, the spell fails, since an Arcane Connection must be specific to a single target (unless cast with Target: Symbol).&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Duration): The effect lasts as long as the symbol does (and the symbol must be a physical object, so that a poem or song, for example, must be written down). If the symbol is broken, erased, falls apart, dies, or is otherwise damaged, the spell ends. If the target changes so that any of the qualities of the symbol no longer apply, the spell is interrupted, but the effects return once these qualities are true again — unlike the Until (Condition) Duration, this effect can outlive the caster. It is the same level as Year, and requires a ritual to cast.&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Target): You affect all targets represented by the symbol within range of the spell. It is calculated at the same level as Boundary, though it is essentially a large Group, and modifiers according to the size of the target apply. It must be cast as a ritual.&lt;br /&gt;
&lt;br /&gt;
==== Heirs to Merlin ====&lt;br /&gt;
At the inauguration of House Ex Miscellanea in 817, there was a great party of non-Hermetic wizards from the British Isles who accompanied Pralix to the Rhineland and participated in her welcoming ceremony as the thirteenth House. Among these were a Welsh seer named Emrys and his six-year-old son Ambrosius. Emrys had forseen that his son would die while still a child, but made a pact with the faeries of his homeland to trade his own life instead. He had long served as a magical advisor to a faerie court, and by order of the faerie king he was granted a stay of seven years and a day (the remaining time his son would have lived) to see to the boy’s future before taking his place in the Halls of the Dead.&lt;br /&gt;
&lt;br /&gt;
Emrys was interested in his son’s joining House Merinita: at the same Tribunal that Emrys swore the Oath, Quendalon announced his House’s new dedication to Faerie. The jewel-eyed Primus listened to the seer’s story, accepted his charge, and took the boy back with him to Irencillia. Emrys went with them, remaining long enough to see his son settled and formally adopted as Quendalon’s apprentice, before returning to Wales to face his end. It was said that afterward, those with Second Sight could sometimes see the spirit of Emrys watching over the boy during the summer months.&lt;br /&gt;
&lt;br /&gt;
Ambrosius of Merinita obviously had strong faerie heritage (his mother was a faerie enchantress, or so it was said) and had already demonstrated signs of potent supernatural abilities before Quendalon Initiated him into the secrets of Faerie Magic. As he grew, he began to demonstrate an instinctive knowledge of other Mysteries, magic associated with charms and symbols, and with fortune and fate. He had a remarkable affinity for making symbolic predictions, and wrote many of these on long scrolls in poetic couplets.&lt;br /&gt;
&lt;br /&gt;
He took apprentices of his own, and by his example they learned to perform similar feats of prophecy, though each of them used a different medium. One of his followers carried a set of carved stones with symbols on them, which he would throw and consult when casting his spells. Another was a musician, who would compose a different song for each charm. A third was interested in heraldry, and made charms based on colors and devices.&lt;br /&gt;
&lt;br /&gt;
This Hermetic lineage still survives as the “Heirs to Merlin,” for many claim that Ambrosius’s father was descended from the great wizard of old. Their followers often act as advisors to faerie courts — magi are not supposed to serve as court wizards to mundanes, as that is considered beneath their dignity, but there is no reason a magus cannot swear fealty to a faerie king or queen, so long as he does not invite their wrath upon the Order as a whole.&lt;br /&gt;
&lt;br /&gt;
The Heirs may Initiate Charm Magic or Story Magic, and typically learn Symbolic Magic later in life, usually after their masters retire and they take over their positions at court. Many of them have Faerie Blood and often develop Premonitions, Second Sight, or a Major Magical Focus with charms. Binding The Gift is also common. Intellego is by far their most popular Art. They often swear fealty to faerie lords or ladies when Initiating Faerie Magic, and their Initiatory Quests for the Inner Mysteries might involve serving their will, protecting their realms, or making war against their enemies.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Heirs to Merlin Initiation: Charm Magic|15 (Minor Virtue known to the Mystagogue)|+8|The Initiate must choose a particular kind of charm Ability and spend a year as an apprentice to a master of the art (+1). She must then design a charm for a faerie noble using very expensive materials (high quality wood, an exceptional instrument, a rich costume, or gold ink) (+1) that depicts a special symbolic quality of her patron (+3), first seeking out and obtaining a unique object of myth or legend to associate with the charm (+3), such as an artifact that once belonged to a famous magus or historical figure of old.}}&lt;br /&gt;
&lt;br /&gt;
=== Illusion Mysteries ===&lt;br /&gt;
These Mysteries deal with illusions and images, including aspects of the physical world that faeries can see but most humans cannot. These include unusual durations for Faerie Magic spells that can last nearly forever.&lt;br /&gt;
&lt;br /&gt;
==== Spell Timing (Minor Illusion Mystery) ====&lt;br /&gt;
This Mystery gives a maga access to several new Durations for her spells. Only those who have Initiated this Mystery may cast or invent spells and effects that use them.&lt;br /&gt;
&lt;br /&gt;
Three of these new durations allow the maga to cast a spell but keep it dormant, “holding” it for a specified length of time. The effect and its Penetration are evaluated when it is released, as if she had just cast the spell. If the parameters are no longer applicable (the target has moved out of range, for example, or dramatically changed size), the spell has no effect.&lt;br /&gt;
* &#039;&#039;&#039;Held&#039;&#039;&#039; (Duration): This duration is the same level as Concentration. The maga may cast the spell as normal, but the effect is delayed for as long as she concentrates. When she releases it, treat it as if cast with Momentary duration.&lt;br /&gt;
* &#039;&#039;&#039;Midday/Midnight&#039;&#039;&#039; (Duration): This duration is equivalent to Sun, but does not manifest until dawn, dusk, noon, or midnight. It then lasts until the next dawn, dusk, noon, or midnight. For example, a spell cast just after dawn would not manifest until noon, and would then last until dusk.&lt;br /&gt;
* &#039;&#039;&#039;Season&#039;&#039;&#039; (Duration): This duration is held until the start of the next equinox or solstice, and lasts only until the following equinox or solstice. It is the same level as Moon, but requires a ritual spell like Year.&lt;br /&gt;
&lt;br /&gt;
Three other durations have conditions that must be built into the spell when it is designed, similar to the Until (Condition) Duration.&lt;br /&gt;
* &#039;&#039;&#039;While (Condition)&#039;&#039;&#039; (Duration): The target must perform some activity, such as a musical performance or reading a book, or fulfill some common and temporary physical condition, such as sleeping or being drunk. As long as that condition lasts, the spell remains in effect. This is the same level as Concentration.&lt;br /&gt;
* &#039;&#039;&#039;Not (Condition)&#039;&#039;&#039; (Duration): The spell lasts for as long as the target does not fulfill some common physical condition, such as sleeping or speaking. It is equivalent in level to Sun duration, but cannot last longer than a month.&lt;br /&gt;
* &#039;&#039;&#039;If (Condition)&#039;&#039;&#039; (Duration): This effect triggers if the target fulfills a specific condition. It has an additional Duration, which determines how long the triggered spell lasts after it takes effect. To determine the level, add four magnitudes to the level calculated based on the Duration that the spell has when it takes effect, and it must be cast as a ritual spell. The spell expires without triggering if the caster passes into Twilight (even temporarily), if the caster dies, or if a year passes.&lt;br /&gt;
&lt;br /&gt;
In addition, this Mystery allows the Merinita’s spells to have &#039;&#039;&#039;recurring&#039;&#039;&#039; effects. Such spells are designed so that from their casting onward, they always trigger in response to an environmental or physical condition, increasing its level as described on the chart below. A recurring spell must be cast as a ritual, and effects that require a ritual because of their unusual effects or non-Hermetic origins (not because of their level or spell parameters) cannot recur. For example, a ritual with Year duration can be made to recur, but a lasting effect like &#039;&#039;Chirurgeon’s Healing Touch&#039;&#039; (CrCo20) or a unique effect like Breath of the &#039;&#039;Open Sky&#039;&#039; (ReAu40) cannot.&lt;br /&gt;
&lt;br /&gt;
Recurring spells may be given triggers, using the special (Condition) durations above. The cost for making them recur is based on how often they can be activated; if a daily-recurring effect is activated twice in one day, the second trigger has no effect. Also, spells cannot stack; when a spell recurs, it cancels before starting again. This is not a noticeable interruption; as with an enchanted device, the transition usually appears constant.&lt;br /&gt;
&lt;br /&gt;
===== Recurring Spells =====&lt;br /&gt;
Use the frequency that most closely matches how often the spell recurs, rounding up to the next greater magnitude. For example, a spell that recurs every ten minutes adds five magnitudes. Spells cannot recur more often than once per minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Frequency !! Magnitude&lt;br /&gt;
|-&lt;br /&gt;
| Minute || +5&lt;br /&gt;
|-&lt;br /&gt;
| Day || +4&lt;br /&gt;
|-&lt;br /&gt;
| Month || +3&lt;br /&gt;
|-&lt;br /&gt;
| Year || +2&lt;br /&gt;
|-&lt;br /&gt;
| Decade || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Glamour (Major Illusion Mystery) ====&lt;br /&gt;
Glamours are illusions with a significant amount of reality. They are Muto or Creo Imaginem spells that only magi with this Virtue may invent or cast.&lt;br /&gt;
&lt;br /&gt;
A glamour seems to have all the properties of an actual thing of the same type, including substance. Thus, a glamour bridge can support weight, a glamour fire can ignite parchment, and glamour wine can quench thirst. They are essentially real for the spell’s duration, which means that they can have lasting effects on their environment.&lt;br /&gt;
&lt;br /&gt;
Since glamours are more “solid” than other illusions, they are resisted by the Parma Magica and other forms of Magic Resistance, unlike the images produced by other Imaginem spells. This is because glamour does not simply make the target emit changed species, it actually magically modifies the species themselves. They are, however, still species, and are only affected by the Imaginem form; a glamour of a stone is not affected by Terram, but can be destroyed by Perdo Imaginem. Glamours are also illusions, and characters with Second Sight can see through them if they look carefully. Knowing that something is a glamour does not protect the character against it, though; after all, a fire glamour is still a fire and burns those who touch it whether they can see through it or not.&lt;br /&gt;
&lt;br /&gt;
Merinitae always gain the Vulnerable Magic Flaw when they Initiate this Mystery. Because of this, many believe that people cannot be killed by glamours, since each one has a particular vulnerability that can undo its effects. It is said that when killed by a glamour from a maga vulnerable to iron, for example, a person touched with an iron nail might return to life. Some think this might be because a faerie that resembles him comes to take his place, or because his body comes to be possessed by a faerie spirit, and some think it means that the ghosts of people killed by glamours remain in Arcadia until they truly die.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ball of Abysmal Music|MuIm 20|This spell targets a formulaic Ignem spell while it is being cast, changing it so that instead of creating fire, heat, or light, it produces a harmless burst of color and sound. This was reputedly Pendule’s favorite spell, and he taught it to all of his Merinita followers after Initiating them into the Inner Mystery of Glamour. Note that since the spell must be fast-cast, it cannot be cast formulaically unless it has been mastered for that purpose.|Base 10, +2 Voice}}&lt;br /&gt;
&lt;br /&gt;
===== Glamour Guidelines =====&lt;br /&gt;
Particularly intricate glamours, such as those that mimic a recognizable subject, or those with complex sensory components such as clear words or moving parts, add an additional magnitude to the spell. To produce a glamour that can move or act under the caster’s mental direction adds two magnitudes.&lt;br /&gt;
&lt;br /&gt;
Changing an animate target (something that can move under its own power) into an inanimate object is also more difficult, and requires two additional magnitudes. Over time, however, the target begins to regain its mobility unless the caster regularly concentrates on the effect. For example, a person may be changed into a tree, but if ignored for a few days that tree may begin to move and resemble a person, as its essential nature begins to reassert itself over the glamour.&lt;br /&gt;
&lt;br /&gt;
The final form of a target changed into glamour will usually have recognizable properties in common with its true shape. For example, a person transformed into an animal might be extremely expressive and possibly retain other human qualities such as the ability to speak or walk upright. Size modifiers also apply to the spell level if there is a significant difference between the original shape and the new shape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Imaginem&amp;lt;/u&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a glamour.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Imaginem&amp;lt;/u&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change a target into glamour. (Requisite of the Form of the target required.)&lt;br /&gt;
&lt;br /&gt;
===== Spell Glamours =====&lt;br /&gt;
A curious application of Glamour has developed among the Merinita branch of the Followers of Pendule, inspired by the stories of their namesake. Instead of using metamagic to change spells into other spells, they use glamours to change spells into other spells. These spell glamours must conform to the guidelines for Muto Vim, in that they cannot affect spontaneous magic, must target a spell cast by another, must be fast-cast, and must penetrate the spell’s Penetration Total. They must also specify the Form of the affected spell, as well as the type of magic (Hermetic, Faerie Magic, hedge tradition, etc.).&lt;br /&gt;
&lt;br /&gt;
Spell glamours are excellent for countermagic, but when used deliberately on an unsuspecting magus, they are considered to deprive him of his magical power, and magi whose pranks have destructive effects could find themselves taken to Tribunal on this charge. Pendule’s followers are loathed by most magi of House Flambeau, and may also find themselves embroiled in Wizard’s Wars with them as a matter of principle.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ball of Abysmal Music|MuIm 20&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&amp;lt;br/&amp;gt;Req: Vim|This spell targets a formulaic Ignem spell while it is being cast, changing it so that instead of creating fire, heat, or light, it produces a harmless burst of color and sound. This was reputedly Pendule’s favorite spell, and he taught it to all of his Merinita followers after Initiating them into the Inner Mystery of Glamour. Note that since the spell must be fast-cast, it cannot be cast formulaically unless it has been mastered for that purpose.|Base 10, +2 Voice}}&lt;br /&gt;
&lt;br /&gt;
==== Perpetuity (Major Illusion Mystery) ====&lt;br /&gt;
This Mystery gives access to three spell durations that can potentially last forever. All three are the same level as Year, and always require a ritual to cast.&lt;br /&gt;
* &#039;&#039;&#039;Might&#039;&#039;&#039; (Duration): Either the target or the caster must have Faerie or Magic Might, and must be alive; the spell fails if this condition is not met, including by passing into Wizard’s Twilight, Arcadia, or some other otherworldly state.&lt;br /&gt;
* &#039;&#039;&#039;Aura&#039;&#039;&#039; (Duration): The spell lasts for as long as the target remains within a supernatural aura. If the target leaves the aura or the physical world entirely (dies, goes into Twilight, or goes to Arcadia, for example) the spell ends. This does allow moving from one aura to another, so long as the two auras overlap — as long as the target never leaves a supernatural aura of some kind.&lt;br /&gt;
* &#039;&#039;&#039;Hidden&#039;&#039;&#039; (Duration): The spell lasts as long as the caster or target (or a significant part of the caster or target) is hidden — buried in the earth, placed inside a box, covered with a curtain or disguised by a costume — anything, even another spell, so long as the effect with the Hidden duration does not itself hide the target. If anyone other than the caster discovers it, the spell ends immediately.&lt;br /&gt;
&lt;br /&gt;
Merinitae who learn Perpetuity usually gain the Unnatural Magic Flaw during their Initiation.&lt;br /&gt;
&lt;br /&gt;
==== Mystery cult: The Followers of Pendule ====&lt;br /&gt;
Pendule is regarded as something of a legend within the Order; no one knows how much of his tale is true and how much is fanciful. According to the stories, the Provencal wizard was discovered by Flambeau and refused when given the choice to “join or die.” He was powerful enough to evade the fiery Founder and his followers who sought to destroy him, and many comedic tales depicting Pendule as a trickster defeating the mighty and blustery Flambeau with wit and illusions have become part of Hermetic lore.&lt;br /&gt;
&lt;br /&gt;
Eventually, it seems, Pendule tired of these games and adopted four Hermetic magi as his followers. No one knows exactly why he did this; perhaps he simply wanted to share his secrets with others before he died, or perhaps he desired to learn Hermetic magic theory from them. Two of these followers were from House Merinita, and having Initiated Faerie Magic from Quendalon they were able to master the illusion Mysteries Pendule taught — the others could not comprehend them. Afterwards, these Merinitae continued to teach the secrets to their followers as part of a special House lineage.&lt;br /&gt;
&lt;br /&gt;
Pendule’s magic was very sensual and personal, and he especially believed in the use of color and sound in his spells. He expected magic to transform the wielder, rather than yield submissively to him, and while he was oddly sensitive to the passage of time, he seemed to have great diffi culty with standard Hermetic  durations, preferring spells that relied upon strange conditions or that triggered after being cast. He also practiced other Mysteries which his Merinita followers did not master, and other lineages dedicated to his magic still exist in other Houses and cults within (and perhaps without) the Order.&lt;br /&gt;
&lt;br /&gt;
Followers of Pendule usually Initiate Spell Timing and Glamour from their masters. Imaginem is almost always their primary Art. A common weakness in the lineage is iron — both of the Merinitae who studied Pendule’s secrets were especially susceptible to it — and Pendule Merinitae often learn Spell Improvisation or a Major Magical Focus in counterspells.&lt;br /&gt;
&lt;br /&gt;
Pendule quietly succumbed to death in 854, but not before imparting one last magical secret to each of his followers. To maintain this tradition, the Inner Mystery of Perpetuity is usually kept from a maga until her master is dying, Initiated as a final lesson from teacher to student.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Followers of Pendule Initiation: Spell Timing|15 (Minor Virtue known to the Mystagogue)|+12|The Initiate undergoes a ceremony wherein she must go an entire day and night without sleeping, casting a non-Fatiguing Imaginem spell every round to count how many individual moments pass (+3). After this rite she gains three Minor Flaws to represent how her magic becomes more illusionary, and her way of thinking about time becomes more rigid: Harmless Magic (+3), Poor Memory (faces) (+3), and Social Handicap (+3). Because of this Ordeal, the Initiate is said to begin to more closely resemble Pendule, and many of his followers adopt wild, multicolored clothing, dye their hair, or radically alter their physical appearance soon after their Initiation.}}&lt;br /&gt;
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=== Nature Mysteries ===&lt;br /&gt;
Merinita knew a very different kind of magic from that which the rest of the House practices. It dealt with the power of untamed wildlands and drawing out the magical qualities of nature. Her Mysteries fall outside the bounds of Faerie Magic and are not usually available to members of her House. They can sometimes be found among magi from other Houses, especially Bjornaers from the lost line of Myanar, and one or two nature magi supposedly remain in the House to show the way to others, teaching the nature Mysteries alongside the House Mysteries of Faerie Magic. For the most part, however, the nature Mysteries are mysteries to members of Merinita’s House.&lt;br /&gt;
&lt;br /&gt;
==== Nature Lore (Minor Outer Mystery) ====&lt;br /&gt;
As an initial step into the nature Mysteries, a maga must choose a type of nature with which she is associated. This represents her supernatural connection to the natural world. The character gains a Supernatural Ability, called Nature Lore, which is associated with this form of nature. For example, a character interested in forests would learn Forest Lore, and a maga who is interested in animals would learn Animal Lore. This Mystery gives her a score of 1 in this Ability. Merinita’s interest was reputedly Forests, and thus that is the most common version — characters who have learned Forest Lore as described in &#039;&#039;Guardians of the Forests: The Rhine Tribunal&#039;&#039; effectively possess this Ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sample Nature Lores&lt;br /&gt;
|-&lt;br /&gt;
! Lore !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Animal || All wild creatures living in a region&lt;br /&gt;
|-&lt;br /&gt;
| Water || Rivers, lakes, seas, and oceans&lt;br /&gt;
|-&lt;br /&gt;
| Weather || The sky and wide open spaces&lt;br /&gt;
|-&lt;br /&gt;
| Forest || The spirit of trees and other flora&lt;br /&gt;
|-&lt;br /&gt;
| Desert || Dry, non-arable land of extreme temperatures&lt;br /&gt;
|-&lt;br /&gt;
| Mountain || Earth and stone, found in hills, peaks, and valleys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The character’s score in Nature Lore serves many purposes. For one thing, it can be used as Area Lore for the place in which the maga learned it. This includes knowledge of supernatural beings and places with an association to the area, especially what would please or anger them. As this understanding grows, the maga develops a rapport even outside of this familiar territory, allowing her to commune with nature in other places. To represent this, always treat her score in Nature Lore as three less outside of her home region.&lt;br /&gt;
&lt;br /&gt;
In this same way, Nature Lore allows the character to communicate with all nature associated with her Ability. For many aspects of nature, this communication is slow going and many concepts are difficult to convey, since the character is limited to the senses and sounds possessed by the subject. A character with Mountain Lore 5 can interrogate a rock by simply touching it, though this process probably takes several hours.&lt;br /&gt;
&lt;br /&gt;
Nature Lore can only be increased through Adventure, Practice, or Exposure experience, and the Source Quality is equal to the aura of the area. Nature magi usually develop a deep attachment to this place and spend a lot of time there.&lt;br /&gt;
&lt;br /&gt;
The character may Initiate other Mysteries by communing with the supernatural aspects of nature. This process is called “walking the path.” The character must find a magical being associated with her Ability that is willing to teach her its secrets. In game terms, the character gains a Flaw (the “sacrifice”), performs a task assigned by the teacher (the “quest”), and at the conclusion gains a special Virtue (the “fruit”). A Minor Flaw yields a Minor Virtue, and a Major Flaw grants a Major Virtue. More information on this process and several sample paths may be found in &#039;&#039;Guardians of the Forests: The Rhine Tribunal&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Using Nature Lore =====&lt;br /&gt;
The following describe the effects of various Nature Lore scores. Negative scores have no useful effect. Always treat a maga’s score in Nature Lore as three less outside of her home region.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0 || An elementary understanding of the area; the maga merely has to spend a few hours in such a place to locate its important sites and know its major dangers.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || A basic understanding of the place, its denizens, and important locations. Limited communication is possible.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || An awareness of the supernatural elements of the area; the maga can detect when they are nearby, or whether a person has been affected by them; she can perceive the boundaries of magical regiones within the area.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || The maga can locate vis in the area, once per season, by spending only a few days searching.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || An understanding with the area’s supernatural residents; they tend to act neutrally towards the maga. Through signs and their behavior, the character can recognize when danger is near or there is a disturbance in the normal way of things.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || The maga can communicate fluently with nature in the area. The maga is respected by most of the denizens.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || The maga is respected and acknowledged as an ally by the area and its denizens. Residents usually come to the maga’s aid when called for.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || The maga can mentally communicate with the denizens of the area, simply by thinking about them. The maga has only to concentrate to summon help.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || The maga can target any part of the area as if she had a permanent Arcane Connection to it.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || All the denizens of the area feel compelled to obey the maga, and follow her commands faithfully.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Awakening (Minor Nature Mystery) ====&lt;br /&gt;
Nature magi may learn to bring forth a natural intelligence within subjects associated with their Nature Lore Ability. In a sense, they “awaken” the spirit of the area, making it self-aware, and such beings are typically devoted to the care and safety of their region, connected to it by their very nature. Merinita’s ritual for binding a familiar is said to be based partly on this Mystery.&lt;br /&gt;
&lt;br /&gt;
Awakening takes at least a season, and requires a naturally fine specimen that is representative of the area, but which is not already awakened. For animals, the creature should have Magic Might, or embody the area in some capacity (the leader of a pack of wolves, for example, or the largest fish in the pond). For other beings, the area must have a magical aura, and the subject should be the focus of the aura, such as the great tree in the center of the forest, or the spirit of the mountain deep in the heart of the rock. One spirit per aura can be awakened; for animals with Magic Might, similar standards to those for finding and befriending a familiar apply, though not quite as strictly, since the results are more akin to a parent-child relationship than a bond between lifelong companions.&lt;br /&gt;
&lt;br /&gt;
The maga then generates a total based on a Technique and Form that will determine the personality of the awakened being, though she must use Nature Lore instead of Magic Theory and she does not include the aura of her lab, since she performs the ritual in the wild and uses that aura instead. The base level is 25 plus the subject’s Might plus or minus five times the being’s Size, or five times the aura plus the area’s Size modifier. This is similar to the formula for enchanting a familiar; a creature with Might 5 and Size –3 would require a modified lab total of 15, while the spirit of an aura of 5 with an area modifier +5 would be level 50.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Awakening Total|Intelligence + Nature Lore + Technique + Form + Aura}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Awakening Level|: 25 + Might + (Size x 5), or (Aura + Size modifi er) x 5}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Area Size Modifiers&lt;br /&gt;
|-&lt;br /&gt;
! Size !! Area !! Example&lt;br /&gt;
|-&lt;br /&gt;
| +1 || One pace in diameter || A well or spring&lt;br /&gt;
|-&lt;br /&gt;
| +2 || Ten paces in diameter || A great boulder&lt;br /&gt;
|-&lt;br /&gt;
| +3 || 100 paces in diameter || A grove of trees&lt;br /&gt;
|-&lt;br /&gt;
| +4 || 1,000 paces in diameter || A frozen plain&lt;br /&gt;
|-&lt;br /&gt;
| +5 || 10,000 paces in diameter || The North Wind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As when binding a familiar, the character’s total must equal or exceed this effect level to complete the ritual, which costs one pawn of vis of an Art associated with the maga’s Nature Lore Ability for each five levels of the total. Once the enchantment is complete, the being gains a Magic Might score if does not already have one, equal to the (aura x 5), and if it is an animal it gains Intelligence instead of Cunning.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Awakening Cost|1 pawn of vis per five levels or fraction}}&lt;br /&gt;
&lt;br /&gt;
A maga may also spend additional seasons to imbue the newly awakened being with special powers, which it can activate with its Might. This is similar to crafting an invested device, for the subject has been prepared for enchantment as part of the awakening ritual. Note the amount of vis spent to awaken it, because this limits how many powers the maga can give it.&lt;br /&gt;
&lt;br /&gt;
Determine each effect you want to enchant, just as if you were designing an effect for an invested device. If it matters, the being is considered both the wielder and the device for these powers. Then, invest the effect as normal, calculating your lab total based on the level of the invested effect. The total level of all effects cannot be greater than ten times the number of pawns of vis invested in the awakening ritual. That is, if awakening a creature cost three pawns of vis, it cannot possess more than 30 levels of magical effects.&lt;br /&gt;
&lt;br /&gt;
You do not have to spend vis to invest these powers. Instead, each power will cost the spirit 1 Might Point for every 10 levels of the effect. However, you may spend vis to reduce the cost: five pawns associated with any of the Arts in the power reduces the activation cost by 1 Might Point. This can only be done at the time the power is instilled; you cannot make the power cheaper later.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Power Lab Total|Technique + Form + Intelligence + Magic Theory + Aura Modifier}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Power Level|as an effect instilled in a device}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Power Cost|1 Might Point per ten levels or fraction of the effect, minus 1 for every 5 pawns of (Technique or Form) vis}}&lt;br /&gt;
&lt;br /&gt;
Instead of imbuing it with powers, the maga may bind an awakened being as her familiar, and may invest the bond with powers as normal. Once the process of instilling an awakened being with magical powers is begun, however, it can never be undone, and it leaves the being unsuitable as a familiar ever after. Imbuing a being with magical powers causes such dramatic changes to it that the cords can no longer bind it.&lt;br /&gt;
&lt;br /&gt;
==== Wilding (Major Nature Mystery) ====&lt;br /&gt;
Through this Inner Mystery, the maga learns to bring forth the power of nature in physical things. This is similar to extracting vis from a magical aura, in that it requires a season of time and effort, and produces a number of pawns of vis, though this vis’s physical form is temporary and must be used immediately, within a few days. Thus it cannot be used for seasonal activities or study; most nature magi use Wilding to make vis for their ritual spells.&lt;br /&gt;
&lt;br /&gt;
The maga chooses a vessel appropriate to her Nature Lore Ability, which determines the Form of the vis produced: a stone might produce Terram vis, a plant Herbam vis, and a beast Animal vis. To be eligible for this process, the object must be completely natural, never worked through artifice or craft. For example, a stone must have broken naturally from the mountain, a plant must be growing where its seed fell, and an animal must be untamed.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Wilding|(Nature Lore x 2) pawns of (appropriate Form) vis}}&lt;br /&gt;
&lt;br /&gt;
Only magi who have Initiated the Wilding Mystery may use this wild vis, or even identify it as vis without magic specially designed for that purpose. Other magi simply perceive its natural form.&lt;br /&gt;
&lt;br /&gt;
==== Guardian of Nature (Major Nature Mystery) ====&lt;br /&gt;
A nature maga may learn to join her spirit with nature and herself become a guardian spirit. She immerses herself in the surrounding area — an area with a magical aura and with which she can speak fluently using her Nature Lore Ability — and everything about the place becomes an extension of her being, called her locus. A maga who binds herself to a mountain can feel footsteps on the surface like a fl y traversing her skin. Another who becomes one with the animals of an area can guide them like a hive mind, flitting her consciousness from one to another to see what they see. Within the physical limitations of her locus, she may control nature as if it were an extension of her own body, guiding it how she thinks fit.&lt;br /&gt;
&lt;br /&gt;
To become one with an area, the maga must perform a secret ritual believed to have come from Merinita herself. This takes at least an hour of concentration, costs her a Fatigue Level and a number of pawns of vis equal to the level of the aura, which must be of a Form associated with her Nature Lore Ability. It also requires a Presence + Nature Lore roll against an Ease Factor of (the aura x Size Modifier), using the Size Modifiers given under Awakening, above. The maga may also take over an area already protected by a guardian spirit so long as she overcomes its [[Ars Magica Definitive Edition, Chapter Twelve: Realms#Magic Resistance and Penetration|Magic Resistance]]; the spirit is subsumed into her being when the ritual is completed.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Guardian Ritual Total|stress die + Presence + Nature Lore}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Guardian Ritual Vis Cost|(level of the aura) pawns of (appropriate Form) vis}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Guardian Ritual Level|level of the aura x Size Modifier}}&lt;br /&gt;
&lt;br /&gt;
If the maga is successful, her body becomes ghostly and invisible, and like a ghost she can no longer interact directly with the physical world. Her body is like a living memory of her human form that can be damaged and even destroyed with Mentem-based magic, but while it remains she may control it as an extension of her locus &lt;br /&gt;
if she wishes, and she may even choose to leave her locus and return to her living body, though doing so requires at least an hour of concentration and ends the effect of the ritual.&lt;br /&gt;
&lt;br /&gt;
As a guardian spirit, the maga does not age, and does not need to worry about human needs for survival—she does not eat, drink, or breathe, and she is invulnerable to extreme temperatures and physical damage. She may fatigue herself and can even fall unconscious, and still requires rest and sleep as normal. She cannot study, but she does gain Exposure. She may still cast spells, though she does so without words and gestures, and she must be able to perceive her target within the constraints of her locus. To cast a spell with Sight range, for example, she must possess an animal in the area that can see her target. She can still gain Warping Points and experiences Twilight as normal. She also gains one Warping Point every year for being under a constant mystical effect.&lt;br /&gt;
&lt;br /&gt;
If any part of her locus is tamed, or destroyed in an unnatural way, the maga experiences great pain as part of her being is torn away from her. This translates to a Light Wound for an individual object in her locus (like an animal or a stone), a Medium Wound for part of the area that makes up her locus (a circle of earth, or water in a stream), and a Heavy Wound for a group of objects in her locus (such as several clouds or a grove of trees), all of which give penalties to the maga’s actions. If these injuries worsen, she gains an Aging Point and suffers a Crisis instead of dying. Time and appropriate Creo magic can eventually heal these wounds, so long as some of her locus remains unspoiled, but her locus is her essential nature, and if it is entirely undone, she dies a terrible death.&lt;br /&gt;
&lt;br /&gt;
==== Mystery Cult: True Merinitae ====&lt;br /&gt;
During the first part of the twelfth century, a Merinita magus named Mendalus proclaimed that Quendalon had done the House a great disservice by abandoning Merinita’s focus, and publicly sought to reconstruct the Founder’s nature Mysteries. He was later slain in Wizard’s War, but a few Merinitae sympathized with his purpose, and took up his work where he left off. They came to believe that Merinita still lived somewhere in Mythic Europe, and thought that if they could find her, she would teach them her secrets.&lt;br /&gt;
&lt;br /&gt;
Then in 1158, a young apprentice named Agnes announced she had met a lady in green in the forests of Bohemia, and learned a special sort of nature magic from her. She finished her training at Irencillia, but was soon hailed by Mendalus’s supporters as a “True Merinitae,” believed to have learned Nature Lore directly from the Founder. In the years since, Agnes is said to have Initiated other nature Mysteries by communing with Merinita’s spirit. She helped many of her elders learn these same secrets, often using ancient Initiation Scripts from before Quendalon’s time, and by 1220 she has taught two apprentices of her own.&lt;br /&gt;
&lt;br /&gt;
These followers, and the older magi that she Initiated into the Nature Mysteries, make up an unusual cult that is often considered a House lineage. However, the idea that Merinita herself could still be alive after so many years strikes many as absurd, and is thought by others to be a form of deliberately wishful thinking. More sensible magi believe that someone must have impersonated the Founder as part of Agnes’s Initiation, perhaps to symbolically suggest that her legacy endures. Distrustful magi have even suggested that Agnes could have learned her magic from disgraced Diedne wizards, not Merinitae at all, though the True Merinitae vehemently deny these allegations and refuse to listen to speculation on the subject.&lt;br /&gt;
&lt;br /&gt;
True Merinitae always begin with Nature Lore, but they must also Initiate Faerie Magic if they belong to House Merinita. Over time, they may discover other Mysteries associated with their Nature Lore, usually by “walking the path” with a nature spirit. They tend to have less disturbing Gifts, often taking one or more versions of the Inoffensive and Alluring to (Beings) Virtues, and some learn a Major Magical Focus with the wilderness, affecting natural materials unworked by human hands. Since other Merinitae are suspicious of their origins, True Merinitae typically have poor reputations. They may even keep Dark Secrets from their sodales concerning the forbidden origins of their magic.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample True Merinitae Initiation: Wilding|21 (Major Virtue known to the Mystagogue)|+19|This Initiation Script supposedly comes to the True Merinitae from the galli, a sect of nature worshippers once associated with the wild lands beyond the Roman Empire, by way of integration into the Cult of Diana. The magus must host a festival honoring Cybelle, a goddess of the wilderness, from the 15th to the 27th of March (+1). On March 24th, The Day of Blood, while revelers dance and play cymbals, drums, and flutes, he is ritually castrated (+6) beneath a pine sacred to Cybelle (+1), and enough of his blood collected to fill a bowl (+1). Through this Ordeal, he gains the ShortRanged Magic Flaw (+9), and his Wizard’s Sigil changes slightly to become associated with violets (+1).}}&lt;br /&gt;
&lt;br /&gt;
== Story Seeds ==&lt;br /&gt;
=== History Seeds ===&lt;br /&gt;
* If Merinita is still alive, perhaps her familiar also lives. A group of hunters tells a story of a magnificent stag they could not fell in a nearby forest, and this might lead to an investigation, perhaps to track down the Founder by following the cords that bind her to the great beast.&lt;br /&gt;
* Some say Quendalon went mad and tore out his eyes before disappearing, but that these precious stones were lost. They were invested with great magic, but also cursed to slowly transform the possessor into a faerie over time. Perhaps a companion purchases one of these gems from a jeweler who is anxious to be rid of it.&lt;br /&gt;
* The grogs find a serpent hiding in one of the covenant buildings, but they cannot kill it. Hermetic investigation reveals that it has great power, but does not have any Might. Its thoughts make no sense but it burns with vengeance. Those who know the history of House Merinita might wonder: could this be Myanar?&lt;br /&gt;
&lt;br /&gt;
=== Society Story Seeds ===&lt;br /&gt;
* On a particular day of the year, the entrance to a faerie regio becomes a trod leading directly to Arcadia, as the characters happen to discover, though they do not recognize the difference at first. They soon discover that in this part of Faerie, all of their custos can work magic, but that the magi have temporarily lost their powers.&lt;br /&gt;
* The characters discover a young woman in an underground cavern, undisturbed for centuries, who appears to be asleep. Her finger has been pricked with a pin, which is lying nearby and marked with the symbol of the goddess Juno. Players might recognize this variation on the “Sleeping Beauty” myth, and thus figure out how to wake the girl.&lt;br /&gt;
* A Merinita archmagus resents the attention given to Roman deities by the Order, and seeks instead to revive the Norse gods of war and destruction worshiped by his ancestors. Is this something with which the characters should interfere? How can they stop one pantheon from regaining strength, while encouraging another?&lt;br /&gt;
&lt;br /&gt;
=== Mystery Story Seeds ===&lt;br /&gt;
* A faerie agrees to serve a maga as her familiar slave in exchange for the promise not to harvest one of the covenant’s minor vis sources. When another covenant tries to gather the vis, however, the maga must protect it or break the bargain and lose her familiar.&lt;br /&gt;
* The folk hero of a nearby village was renowned for his skill as a healer, and his former possessions would be very useful to a Merinita with a similar interest, as they could be made into charms. Likewise, even mundane possessions of a famous magus like Ambrosius would likely fetch a high price among Merinitae folk magi.&lt;br /&gt;
* A pond is said to contain a magical fish that cannot be caught but speaks and has magical powers. The magi learn that it is the last of the descendants of an animal given intelligence many generations before by a lady in green. It threatens the magi, cursing them if they do not help it escape so that it can reproduce.&lt;br /&gt;
&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita&amp;diff=20023</id>
		<title>Houses of Hermes: Mystery Cults Chapter Four: House Merinita</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita&amp;diff=20023"/>
		<updated>2024-11-23T19:22:05Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Adding illusion mystery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InWorldCitation|When we admire nature, in fact we appreciate how her beauty resembles that of humanity. We admire a fine, healthy tree as we admire a stout yeoman of the forest; we see a face in the clouds and marvel at his moods. We see the nature of the world in human terms, and the Fair Folk are merely these fancies given form — the tree becomes the man, the cloud becomes the face — and to admire them is to admire the essential truth that is the foundation of their being. No, I have not abandoned nature: I simply visit her now through intermediaries.|Quendalon, first Primus of House Merinita}}&lt;br /&gt;
&lt;br /&gt;
{{InWorldCitation|Kill the traitor! Kill the imposter! Kill the changeling!|Myanar, former Prima of House Merinita}}&lt;br /&gt;
&lt;br /&gt;
Provocative, playful, secretive, sinister: like the beings with which they associate, House Merinita defies concise description. As no two faeries are exactly alike, no two members of the House are exactly the same. They learn magic to study and serve the fae, or placate and protect them, or perhaps command and coerce them. There is no unity in the association of these magi; they are a collection of individuals with a shared Hermetic history, little hierarchy or structure, and nothing but their wild assortment of Mysteries in common.&lt;br /&gt;
&lt;br /&gt;
These magi essentially serve two masters: the Magic and Faerie realms. They have The Gift and they practice Hermetic magic; yet they are drawn to the faeries, and appreciate their unpredictable and inspirational nature. Merinita magi thus maintain a delicate balance between this raw power of the wild unleashed, and the subtle charms and jinxes of Arcadian wonder. These are the secrets of the many cults that make up their House: theirs are the Mysteries of magic and faerie combined.&lt;br /&gt;
&lt;br /&gt;
The House is named for Merinita, the woman who swore the Hermetic Oath to Bonisagus and joined the Founders when they first assembled, but many consider her follower Quendalon to be the true force behind its identity, and some erroneously refer to him as one of the original Founders. Most “Merinitae” are not given to keeping meaningful records or histories, but they do famously appreciate stories, and some that concern the Founder and the history of the House are still told among magi who have an interest, by those who claim to have them from others who were there. One with great currency reports that Quendalon normally wore a heavy cloak with a hood that covered his eyes, and many Merinitae affect this garb on occasion.&lt;br /&gt;
&lt;br /&gt;
== Key Facts ==&lt;br /&gt;
* &#039;&#039;&#039;Population:&#039;&#039;&#039; 68&lt;br /&gt;
* &#039;&#039;&#039;Primus:&#039;&#039;&#039; [[Guardians of the Forest Chapter Ten: Bohemia#Handri, Primus of House Merinita|Handri]], a secretive man who shares his plans only with his most trusted advisers&lt;br /&gt;
* &#039;&#039;&#039;Domus Magna:&#039;&#039;&#039; [[Guardians of the Forest Chapter Ten: Bohemia#Irencillia|Irencillia]], in the Rhine Tribunal&lt;br /&gt;
* &#039;&#039;&#039;Favored Tribunals:&#039;&#039;&#039; The Rhine and Hibernia&lt;br /&gt;
* &#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Natura veritas unica&#039;&#039; (“nature is the only truth”) — most Merinitae interpret this as concerning the essential natures of things, rather than nature as a place or state.&lt;br /&gt;
* &#039;&#039;&#039;Symbol:&#039;&#039;&#039; Merinita’s sigil, an oak tree within a circle&lt;br /&gt;
&lt;br /&gt;
=== Famous Figures ===&lt;br /&gt;
* &#039;&#039;&#039;Merinita:&#039;&#039;&#039; Founder, introduced the enchantment that binds a familiar&lt;br /&gt;
* &#039;&#039;&#039;Quendalon:&#039;&#039;&#039; first Primus, discovered the faerie Mysteries&lt;br /&gt;
* &#039;&#039;&#039;Myanar:&#039;&#039;&#039; second Primus, disgraced, her line exiled&lt;br /&gt;
* &#039;&#039;&#039;Alsia:&#039;&#039;&#039; invented the ritual for temporary familiars&lt;br /&gt;
* &#039;&#039;&#039;Ambrosius:&#039;&#039;&#039; brought folk Mysteries to the House&lt;br /&gt;
* &#039;&#039;&#039;Pendule:&#039;&#039;&#039; helped his followers develop the illusion Mysteries&lt;br /&gt;
* &#039;&#039;&#039;Farrago:&#039;&#039;&#039; discovered three additional familiar cords&lt;br /&gt;
* &#039;&#039;&#039;Mendalus:&#039;&#039;&#039; argued for a return to Merinita’s ways&lt;br /&gt;
* &#039;&#039;&#039;Merinugalaudabila:&#039;&#039;&#039; renewed House interest in certamen&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Before the Order of Hermes was formed, Merinita was already well known, at least by reputation. It was said among other wizards of the time that a white-haired woman dressed in green traveled alone through the wild lands of Europe, often vanishing into the great forests without a trace of her passing, a woman without equal in nature magic. She could see everything that happened in these places, she knew every bird and beast that lived in them, she could take any shape she chose, and she could command the spirits of the very trees themselves. Yet she was not savage, according to those who had met her, but wise; a woods-woman and healer at home in the forest and perfectly attuned to the wild. She was also intensely shy, and said to only speak when absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Trianoma devoted an entire year to searching for Merinita, to invite her to come with her to meet Bonisagus and to join the Order of Hermes. Many times she approached one of the dark forests where Merinita was rumored to dwell and called out her proposal to the shadows of the trees, but never received an answer. Yet in 767, as the Founders gathered to discuss Trianoma’s vision, Merinita emerged from the forest and quietly joined their circle. Her reasons for joining were never clear; her followers say that she herself did not know why, but felt compelled by a will greater than her own, as if the forest itself required it of her.&lt;br /&gt;
&lt;br /&gt;
Merinita’s oath to the fledgling Order was binding, and she timidly went to Bonisagus to teach him some of her powers in return for his Parma Magica. According to the few surviving accounts, this was a tedious process, for though Merinita obviously knew a great deal, especially about healing and nurturing plants and living creatures, there was little that she could find to teach Bonisagus, either because she was unable to communicate her mystic understanding, because he had already adapted the ancient healing rituals she practiced into Magic Theory, or because she was unwilling to share all of her secrets.&lt;br /&gt;
&lt;br /&gt;
She eventually demonstrated the ability to join her mind, body, and spirit with an animal, and this was integrated into Hermetic teaching as the enchantment that binds a maga to her familiar. The first ever such creature was a great stag, summoned to Durenmar by Merinita. This beast, the maga tersely explained, was her kindred spirit, whose thoughts and feelings she shared. Magical cords bound him to her and her to him, and joined their hearts and minds as surely as if they were one person. She identified three cords that created this bond, though she indicated that there could be others.&lt;br /&gt;
&lt;br /&gt;
After the Founding, Merinita did not immediately seek out followers as other Founders did. She became very close to Birna, the Founder of House Bjornaer, for the two of them shared similar philosophies. Where Birna had a deep, spiritual connection to the wild through her heartbeast, Merinita had a comparable relationship with nature through her familiar. Together they adapted rites from many ancient wilderness cults, creating the Initiation ceremonies that Birna and Merinita used to teach others their secrets.&lt;br /&gt;
&lt;br /&gt;
As word of the new Order spread throughout Mythic Europe, many would-be wizards traveled to the Rhine from distant lands in search of the lady in green, to study her Mysteries and learn from her wisdom. She eventually accepted these disciples as her followers, and taught them what she could of Hermetic magic. She encouraged them to spread out and settle in many different parts of the world, and she often traveled among them, guiding and nurturing them as she had once done for the forests. In time, however, the duration and frequency of these visits dwindled.&lt;br /&gt;
&lt;br /&gt;
Then, sometime before the ninth century, Merinita simply disappeared. Her followers had expected to see her at the Grand Tribunal in 799, but she never arrived and left no word, and it was only later that some of them recalled her having spoken about being on the verge of a discovery, what she called “the mystery of the eternal spirit of the wild.” She was last seen 14 years previously near Bohemia, and many guessed that she had gone south into Hungary or east into Poland, though others speculated that she had lost herself in one of the many great forests in the area.&lt;br /&gt;
&lt;br /&gt;
In her absence, the House was to be guided by her eldest follower, a magus named Quendalon (Cuin-dallán, “little blind sovereign”), one of the first who had sought out the Founder to become her disciple. He was originally from the Ulster region of Ireland and had been raised among the fae, and believed that his Hermetic magic could be dramatically improved with their gifts. He had spoken with the Founder about this, and after the Grand Tribunal, he declared his intention to visit the faeries that lived in a certain forest in Bohemia. He announced that until he returned, Merinita’s next-eldest follower, Myanar, would be Prima.&lt;br /&gt;
&lt;br /&gt;
Myanar took up governance of the House from her own covenant, also in Bohemia, at the site of Merinita’s first home. Several other magi joined her there, including three hunter-priestesses of Artemis who had traveled from Asia Minor to join the House, and a Roman master of shape-changing. Myanar herself came from Bulgaria, and was descended from a mythic lineage known as the Line of Muj; one of her ancestors had made a pact with a magical guardian spirit of the Balkans, which blessed him and his children with supernaturally great strength and power over storms.&lt;br /&gt;
&lt;br /&gt;
=== The House Divided ===&lt;br /&gt;
What happened then is very difficult to piece together, as the next few years included some of the strangest events in Hermetic history, filled with terrifying violence and upheaval uncharacteristic of the House. What few details survive from firsthand accounts are contradictory and garbled, and even the dates are confusing and do not always make sense. Yet as far as can be determined by those who have carefully studied the House Divided (as Merinitae have come to call it), the sequence of events proceeded as follows.&lt;br /&gt;
&lt;br /&gt;
Two years after Myanar became Prima, a stranger arrived at her covenant, announcing that he was Quendalon and had returned to resume control of the House. He did resemble the former magus, but he was obviously not human, having two bright rubies instead of eyes. Myanar questioned him about his supposed transformation; he claimed that he had become a faerie in Arcadia, trading his useless human eyes for faerie sight. He also said he had uncovered deep mysteries on his long journey that would revolutionize the Order of Hermes. This knowledge required him, he said, to guide House Merinita in an exciting new direction.&lt;br /&gt;
&lt;br /&gt;
To Myanar, it seemed that this faerie being was an imposter, a changeling who had replaced Quendalon and sought to take over the House, and she refused to comply. This angered him, and he warned that she would suffer dire consequences if she did not obey him. Their conflict escalated into a magical battle, but Myanar was unable to prevent him from escaping. According to letters that Quendalon wrote afterward, Myanar opposed him on ideological grounds, recognizing him full well and swearing that “she would not allow him to deform the House with his distorted visions of the future.” Yet Myanar told her followers that the false Quendalon had bragged about having found and killed Merinita, and had threatened to kill all of them if they did not accept him as hierophant of their cult.&lt;br /&gt;
&lt;br /&gt;
War broke out between the two factions. The faerie Quendalon traveled throughout the region, gathering support from Merinitae and others against Myanar and her followers. Most of them were curious about his new powers and anxious to learn what he had to teach, and so pledged to accept his leadership. He established a covenant called Irencillia near the faerie forest he had entered, and Myanar led a hasty strike against them. Her force was routed, and it appears that she was slain during the battle. Supposedly, those of her force that remained surrendered to Quendalon in 802. He cast them out of the House, but they were later accepted into House Bjornaer. All this was reported at the Grand Tribunal of 817; Quendalon came with two of his followers who supported his story, and while many questioned him, no one contested his description of events.&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest that the war was not so easily won. Some of Myanar’s followers later claimed that Myanar did not die, but rather was transformed into a snake during the first assault, and that in that form she led other attacks on Irencillia in 804 and 806. Some say that faeries participated in the defense of the covenant. It is also said that Myanar was distantly related to Tytalus the Founder, who came to Bohemia in 807 with the public intention of challenging the Queen of the Faeries, and who disappeared into the Maddenhofen Woods that same year. Some speculate that Myanar sought him out and asked for his aid against Quendalon — they reason that his presence in the turbulent region could hardly be a coincidence — and that she went with him into the forest to confront the false Primus and the faeries behind his bid for power.&lt;br /&gt;
&lt;br /&gt;
Quendalon caused great ill-will between Houses Merinita and Tytalus at the 817 Tribunal by laughing loudly during their account of their Founder’s disappearance. He later explained that he was not mocking Tytalus’s ambitious attempt to defeat “the Queen,” but found it amusing that his followers would perceive his end as tragic. He gave them the impression that he knew more than he was saying, but would not speak of it further. Since then, House Merinita and House Tytalus have often been at odds, their poor relationship aggravated by the possibility that Quendalon might have known what happened to their Founder, or even been somehow responsible for their loss.&lt;br /&gt;
&lt;br /&gt;
==== The Line of Muj ====&lt;br /&gt;
Before Quendalon introduced Faerie Magic to the House, Myanar and her followers focused entirely on Merinita’s Mysteries of nature and life, and many of these secrets came easily to Myanar, for she had a special affinity for nature through her family’s ancient tradition. Other magi descended from this ancestral Line of Muj still live in the Transylvanian Tribunal, and belong to House Tremere. To represent their hereditary magical powers and background, such characters should choose Close Family Ties, Affinity with Auram, Great Strength, and Mountain Lore &#039;&#039;&#039;&#039;&#039;(see Nature Mysteries, below)&#039;&#039;&#039;&#039;&#039; during character creation.&lt;br /&gt;
&lt;br /&gt;
A rivalry has developed between a group of these Tremere and a nomadic family of Merinitae, led by a Novgorod maga named Merinugalaudabila. She takes great delight in certamen as a sport, and especially enjoys variations on “the game,” as she calls it. Because of her efforts, interest in magical competition is growing within the House, and a few of her followers have developed the magical focus in certamen that is typically only found in Tremere’s lineage. Together they have invented two unusual dueling styles &#039;&#039;&#039;&#039;&#039;(see House Tremere, Houses of Hermes: True Lineages, for details)&#039;&#039;&#039;&#039;&#039;. These were designed mostly to embarrass the staid Muj, many of whom know the events of the House Divided and bear a familial grudge against faerie Merinitae on Myanar’s behalf. The two groups often fight for no obvious reason, spuriously challenging each other on what seem very flimsy pretenses whenever they happen to cross paths.&lt;br /&gt;
&lt;br /&gt;
==== A Faerie Fraud? ====&lt;br /&gt;
Suspicions that the faerie Quendalon was not who he claimed to be seem more likely when considering the evidence of other instances when faeries have taken human shapes and tried to pass themselves off as magi. In the 1100s, for example, an unremarkable magus named Zurenzialle disappeared from his covenant in the Greater Alps suddenly and without warning, and when his sodales decided that he was dead and entered his laboratory, they discovered evidence that he was never human at all, but a Faerie being who had been pretending to be a magus.&lt;br /&gt;
&lt;br /&gt;
To this day, the magi of House Merinita still speculate about whether it really was Quendalon who returned to govern the House. It is a moot point now, whether he was the former Primus or a faerie in disguise, as his legacy remains an integral part of their magic, for good or ill. In fact, it could be detrimental if it were to come to light that he really was an impostor; such a revelation might tarnish all they have done since, and undermine everything his followers have used his Mysteries.&lt;br /&gt;
&lt;br /&gt;
=== 200 Years After ===&lt;br /&gt;
Quendalon returned his attention to adopting faerie ways within his House, to accomplish. teaching his followers and others who came to learn from him the secrets of Faerie Magic. For years he acted as lead Mystagogue, performing hundreds of Initiations and teaching many promising apprentices throughout the ninth and tenth centuries. Sightings of him became much less frequent in the mid-900s, and he sent delegates to the Grand Tribunals of 931 and 964, though none of them could say what had become of him. There were many rumors that he had gone mad, and most suspected he had returned to Arcadia forever.&lt;br /&gt;
&lt;br /&gt;
At the Grand Tribunal of 997, the assembled Merinitae finally decided they would have to choose one of their number to take his place, though they did not all agree that Quendalon was dead. By surprising consensus the leaders of the various groups named a timid young maga named Rhiannon as Prima; she was four generations descended from Quendalon, and they believed she would best represent the House’s interests. She hesitantly accepted the position, moved to Irencillia, and for the most part avoided other magi.&lt;br /&gt;
&lt;br /&gt;
The outbreak of the Schism War came only a few years later. Rhiannon was not a strong orator, but spoke many times in defense of House Diedne, and openly voted against their Renunciation. Many think that she invited a number of Diedne to join her House to escape destruction, and during the war some Merinitae actually fought with the Diedne in battle. They did not ever join with Diedne officially, however, and the Order was anxious for peace during the aftermath, so House Merinita never suffered official retribution for these acts.&lt;br /&gt;
&lt;br /&gt;
Rhiannon reputedly died of old age, and her bones were returned to her Hibernian homeland to be buried. The Primacy eventually passed to Vinaria of Irencillia, said to bear a striking physical resemblance to the Founder. She was much more politically active than her predecessor, and was most famously concerned about the Magic realm fading with the spread of the Dominion. She believed that wild places of power were becoming increasingly smaller and weaker as civilization encroached upon them, and often argued that House Merinita is as much magical as it is fay, that its members would surely feel the negative effects of the loss of the wilderness as keenly as other magi.&lt;br /&gt;
&lt;br /&gt;
She made many overtures of friendship to House Bjornaer, as the relationship between the two Houses had been sour since Myanar’s exile, but she could give them no support for their actions during the invasion of Rügen in 1168, and much of the progress she had made toward reconciliation was undone. The next Bjornaer Primus, Urgen, declared that she was senile and useless, and refused to grant her an audience. Vinaria disappeared in 1202, much the same way as Merinita and Quendalon had done, giving control of the House to Handri, senior magus at Irencillia. Mystifyingly, she later returned in 1209, but has since made no attempt to resume the primacy.&lt;br /&gt;
&lt;br /&gt;
More information about these magi and their domus magna, Irencillia, can be found in [[Guardians of the Forest Chapter Ten: Bohemia#Irencillia|Guardians of the Forests: The Rhine Tribunal]].&lt;br /&gt;
&lt;br /&gt;
=== The Future of the House ===&lt;br /&gt;
By 1220, Merinitae have become a contrary crowd of disparate groups, rarely agreeing on anything and hardly interacting with one another at all. Outsiders suspect that this lack of unity is a front for other, secret goals and machinations. For example, they may be establishing good relations with faeries so that they may one day slip away to Arcadia, leaving the Order and Europe forever. Or perhaps they intend to side with the fae when they inevitably war against humanity, and so buy a place in the new faerie hierarchy.&lt;br /&gt;
&lt;br /&gt;
Many Merinitae think that Faerie is permanently slipping away, that the golden age of the faeries is past, and that the Dominion’s slow encroachment over all human civilization is unstoppable. Others stridently protest, and rebuke those who say this, for if believing makes it so, those who proclaim Faerie’s ruin are themselves destroying it with their predictions. It is no wonder there is little agreement among them on these matters, since they are very quick to turn on themselves, and like the faeries do, often fight with each other more than outsiders.&lt;br /&gt;
&lt;br /&gt;
If there is anything that the members of the chaotic House can agree upon, it is that in order for the faeries to survive, the Merinitae must preserve and protect the few remaining places given over to Faerie, or help those who dwell there to adapt to the landscape of the rapidly changing world, or else quit its boundaries entirely  and accompany them to the lands beyond living.&lt;br /&gt;
&lt;br /&gt;
== House Society ==&lt;br /&gt;
House Merinita is a single Mystery Cult made up of many different groups, each of which has its own ideas about magic and how it relates to the Faerie realm. Besides their Mysteries, they have little in common; about the only thing they agree upon is their interest in faeries, though even then that is not always the case, for Merinita herself had nothing to do with them, and others similarly eschew their alien ways and focus on other types of magical study. Yet every member of the House usually undergoes some sort of test involving the fae as part of her Initiation, so all Merinitae have some experience with them.&lt;br /&gt;
&lt;br /&gt;
Four different aspects of Faerie are described below, to help players define their characters’ attitudes toward the realm. These include the land of Faerie, belief in faeries, what faeries want from humanity, and the relationship between the Faerie and Magic realms. This section is intended to give an idea of the sort of things Merinitae do, and so provides minimal information about faeries in general, instead describing them from the perspective of Hermetic magi and the House. &#039;&#039;&#039;&#039;&#039;(Faerie society from the faeries’ viewpoint will be addressed in future Ars Magica supplements.)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each section also describes a dedicated group of Merinitae who pursue common goals and Initiate followers into certain of the House Mysteries (see [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mechanics of Initiation]] for details on this process, and [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Merinita Mysteries|Merinita Mysteries]] for descriptions of the new Virtues, Flaws, and Abilities they may Initiate). All those who join one of these groups must first Initiate Faerie Magic to join the House, and must have at least House Merinita Lore 1 to proceed into the Inner Mysteries.&lt;br /&gt;
&lt;br /&gt;
=== The Search for Arcadia ===&lt;br /&gt;
Arcadia is the highest manifestation of the Faerie realm, and for many magi it is the focus of their faerie magic. It is why they belong to the House, and the purpose that occupies their spare time. Merinitae know more about Arcadia than any other magi, and some guard this knowledge jealously while others share it with anyone who takes an interest. For many, it is a rite of passage: they cannot truly appreciate the fae until they have visited their home.&lt;br /&gt;
&lt;br /&gt;
There are many confl icting beliefs in the House about what Arcadia actually is. That is, magi know it exists, they know it is associated with Faerie in the same way that Heaven is associated with the Divine and Hell is associated with the Infernal, and many of them know how to get there. But where did it come from, and why does it exist, and what is its relationship to the mundane world and the other realms?&lt;br /&gt;
&lt;br /&gt;
Some say that Arcadia is a reflection of Mythic Europe, and that the faeries who live there are merely distorted versions of reality. Yet it is also part of Mythic Europe, they say, in that the things one does in Arcadia have an effect on reality, and are reflected back upon the inhabitants of either realm. Arcadia is said to be a nexus of possibilities, a temple with a thousand doors, where it is impossible to return to the exact same place you left. For this reason, Merinitae caution visitors to “travel lightly:” to take nothing and leave nothing, lest their journey have repercussions and consequences for which they are not prepared.&lt;br /&gt;
&lt;br /&gt;
Others emphasize that Arcadia is only what travelers believe it to be. It is a land of wishes and dreams, they say, that responds to their direction and changes to accommodate their hopes and fears. A person can only navigate Arcadia by moving from one desire to another, they say, and the nature of the place absorbs these desires and makes them its own, stealing them from the traveler and changing in response. For an expedition to succeed, visitors must discover what it is they truly want. Yet, having attained it, they must also have a powerful reason to return, or they will have no desire to leave.&lt;br /&gt;
&lt;br /&gt;
Another theory is that like Heaven and Hell, Arcadia is an afterlife, a place where faeries go after they leave their physical bodies. Instead of a place of eternal punishment or eternal reward, it is where beings that do not have souls must remain forever. Thus, it is populated by the spirits of living things in exile. Some suggest this includes forgotten beasts of legend, lost children who died unbaptized, and even gods who are no longer worshiped. Those mortals who die in Faerie, it is said, join this group; their souls go elsewhere, but their spirits remain in Arcadia.&lt;br /&gt;
&lt;br /&gt;
There are many ways to reach Arcadia, usually by traveling through faerie regiones. There are also gateways scattered throughout Mythic Europe, usually at places where reality and fantasy have blurred together. These points are almost always watched by guardians who patrol the borders of Faerieland, perhaps ensuring that outsiders are turned away, or perhaps preying upon them before others do. Initiates into the Mystery of Arcadian Travel can make temporary gateways to Arcadia, and these places are not necessarily guarded, although they are not necessarily safe, either.&lt;br /&gt;
&lt;br /&gt;
==== Arcadian Experiences ====&lt;br /&gt;
Arcadia is a fantastic place that can have a powerful influence over magic and faerie powers alike, but the mechanics of it are beyond the scope of this book. However, Merinitae will almost certainly seek it out, and for those of them who find their way there the storyguide should prepare an adventure, describing the experience in any way that seems appropriate to the journey. It might be an otherworldly vision, a dream, or even a nightmare; perhaps it resembles Wizard’s Twilight; perhaps it seems the complete opposite of the real world, or it might only differ from the real world in very subtle but important ways.&lt;br /&gt;
&lt;br /&gt;
==== The Wayfarers ====&lt;br /&gt;
Some Merinitae reason this way: Arcadia is a physical place, they say, therefore it must exist on earth. Perhaps it is a regio that overlaps Mythic Europe, stretching above and below it, only accessible at certain places or certain times; or perhaps it is a continent on the other side of the globe, with portals connecting corresponding points between the two lands; or perhaps it is a microcosm, a world within a world that is completely contained in every individual thing. Wherever it is, by plotting the connections between the two worlds, Merinitae believe they can achieve greater insights into Faerie and Earth.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers are a group of Merinitae who style themselves as Arcadian experts. They record the locations and destinations of earthly gateways, act as guides for travelers to the realms of Faerie, and sometimes lead expeditions into uncharted regions of the world in search of alternative routes. They might be ambassadors, diplomats, or guardians. Some of them might write guides to Faerie customs, travel, and inhabitants, while others might seek to destroy these gateways to ensure that no one stumbles into them accidentally.&lt;br /&gt;
&lt;br /&gt;
These Merinitae typically teach Hermetic Initiates Arcadian Travel. They have no specific progression of Mysteries after that, instead favoring secrets that will help their followers on their adventures. These might include Independent Study, Ways of the (Land), Spell Timing (spells that endure while the target is traveling), or Symbolic Magic (with an emphasis on names and places). They tend to seek out characters who are already Well-Traveled, and often integrate a fantastic expedition of some kind into their Initiation ceremonies.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been known to associate closely with House Mercere, as Redcaps also engage in exploration and travel, but more commonly the two groups work against each other. There is a kind of unspoken rivalry between them as they race to be the fi rst to discover new parts of the world, unusual new species, or even simply new sources of vis. Those who discover them typically name these finds, a source of great honor and occasional jealousy among the participants. Wayfarers may &lt;br /&gt;
also compete in this way with magi from other Houses, other Merinitae, or even fellow Wayfarers.&lt;br /&gt;
&lt;br /&gt;
This practice has led to a strange phenomenon in the world of Faerie. Names have great importance to the fae, as they are essentially a part of the individual (and a common source of sympathetic magic). In places that have been named after something, occasionally a faerie version of that thing will appear. For example, if a faerie dell were to become widely known as Victor Valley (after Victor of Mercere from Semita Errabunda), a faerie named Victor who shared many of Victor’s reputed qualities might come to inhabit it. For this reason, some Wayfarers have adopted the practice of naming their discoveries after famous magi or legendary places of old. Who knows what they might subsequently discover in Merinita Grove or the Arcadian Sea?&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Wayfarers Initiation: Arcadian Travel|18 (Minor Virtue unknown to the Mystagogue)|+14|Working on her own, the Initiate must discover all the entrances at every level to a faerie regio with an uppermost level of at least 5 (+3). Then, on the eve of the last full moon of the season (+1), she must travel to the center of the regio, beginning at a landmark outside that will mark her route. She must travel alone, without aid or comfort, and may not cast any Hermetic spells or use any magical devices to fi nd her way, relying only on her Faerie Lore and other mundane skills to guide her. She may not eat or drink on her journey, or interact with any of the inhabitants (+3). She gains the Minor Personality Flaw Fear (+3), as she begins to dread something that she encounters on her path, and arriving at the center, she must retrace her steps and exit at the same place she entered, completing her journey before dawn (+1). Because of its mystical association with her Ordeal, the landmark becomes a permanent Arcane Connection to her (+3).}}&lt;br /&gt;
&lt;br /&gt;
=== Belief &amp;amp; Mythic Europe ===&lt;br /&gt;
Many followers of Merinita seek to encourage appreciation of the fae, not just in the Order of Hermes, but among the people of Mythic Europe at large. It is an accepted fact among many in the House that faeries come about from widespread belief in them; that within the Faerie realm, things are what people believe them to be. This is not demonstrably true, of course, since it is difficult to measure when someone truly believes in something and whether there is a corresponding effect in Faerie, but the theory is that when someone invents a story, that story will come to pass, either in Arcadia or somewhere in the real world.&lt;br /&gt;
&lt;br /&gt;
Extending the idea of a direct relationship between Faerie and storytelling, many believe that faeries can never die, so long as their stories are still remembered. Each time the tale is told, the characters perform their parts as described, perhaps altering slightly from the framework as the narrator embellishes, but always acting as they are defined by their characters, and &lt;br /&gt;
returning each time the story is begun again.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae hold that the stories are created by the fae, that the events of famous “fairy tales” are simply chronicles of history, having actually happened at some point in the past. These themes have seeped into the collective subconscious of the people, and thus have a ring of truth about them that makes them compelling. Or perhaps they are visions of the future, since time has no little meaning in Faerie; these stories may be glimpses of events that will someday come to pass, resonating through the years to influence medieval thought.&lt;br /&gt;
&lt;br /&gt;
In any case, stories are very important to those with an interest in the fae, and House Merinita has a strong oral tradition. Recording stories is almost as important as participating in them. It is not seen as bragging or putting oneself forward to tell one’s sodales about an experience with the faeries, and many magi in the House employ minstrels to create popular songs or poems about their adventures. Not only for Merinitae, in fact, but for the faeries themselves, as such accounts have great value in their courts.&lt;br /&gt;
&lt;br /&gt;
==== Faerie Tales ====&lt;br /&gt;
Most fairy tales with which players are most familiar became widespread in relatively modern times. However, they often concern medieval characters, and in fact contain many themes that can be found in folk tales going back to ancient times. Recognizable versions of such stories as “Cinderella,” “Beauty and the Beast,” “Snow White and the Seven Dwarfs” and even “Little Red Riding Hood” can be found in early Roman histories, and other related concepts have their roots in antiquity, such as the Roman host newly come to wealth who described himself with the phrase &#039;&#039;qui fuit rana nunc est rex&#039;&#039; (“the man who was once a frog is now king”).&lt;br /&gt;
&lt;br /&gt;
Thus, “modern” fairy tales can be a good source of inspiration for medieval faerie stories. Do not feel that you cannot incorporate these elements into your game because they are somehow out of period. Most faerie stories are based on folk tales, and everyone in the game should be at least dimly aware of the most common characters and situations associated with these tales, since their characters would probably have heard them as children. As most players are more likely to be familiar with the Grimms’ versions than, say, the tragedy of Cupid and Psyche or the fabulous &#039;&#039;lais&#039;&#039; of Marie of France, you should feel free to rely on their knowledge of the modern stories for faerie elements that make for a better gaming experience.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the attitude of early chroniclers was one of condescension and disapproval for such &#039;&#039;aniles fabulae&#039;&#039; (“old women’s tales”), and they often changed the stories to downplay their fantastic elements. By the Middle Ages, many of these fanciful stories have instead become accounts of holy saints and evil demons, rather than innocent maidens and monstrous beasts. Perhaps players can infer from this that the Faerie realm as a whole suffered with the expansion of the Dominion, losing many of its inhabitants to the Divine or the Infernal, and that it has only just begun to recover its former status.&lt;br /&gt;
&lt;br /&gt;
==== Keepers of the Thousand Tales ====&lt;br /&gt;
The Keepers of the Thousand Tales are a group of Merinita magi and their companions who originally formed in the Holy Land with the goal of collecting, cataloging, and distributing the greatest stories of their time. This began with the beginnings of &#039;&#039;The Book of One Thousand and One Nights&#039;&#039; sometime in the ninth century, and as the society grew, their scribes added to the collection. They also translated many Greek texts into Arabic, and then from Arabic into Latin, and spread these books throughout the Order while their Hermetic leaders sought out more stories to tell.&lt;br /&gt;
&lt;br /&gt;
Essential to their philosophy is the idea of faerie immortality through legend. By ensuring that the tales are easily available, they believe that they keep these stories alive in Faerie. In this regard, they maintain that what a significant number of people believe directly affects the inhabitants of the Faerie realm. Therefore, all those who belong to their society must do their part to see that the tales spread. Some of them are scribes, copying books of lore for other covenants and magi, and some of them are wandering storytellers, performing re-enactments of adventures for those who are interested in hearing.&lt;br /&gt;
&lt;br /&gt;
Some of the magi have begun to carry their philosophy a step further. By acting out famous stories using their magic, themselves taking the part of a character in the story, they believe they take on that character’s identity and so ensure their own immortality. Over time, they actually become the character in the story, and so become faeries themselves. These magi believe that several characters in the Thousand Tales are magi who have passed into Arcadia.&lt;br /&gt;
&lt;br /&gt;
While originally there were only a few magi devoted to the group, since their founding they have spread throughout Mythic Europe, and have dedicated covenants in both the Levant and the Iberian Tribunals. Many of them have the Outsider Flaw. Elder members often trade Initiation into the House Mysteries in exchange for seasons spent serving the society. These Mysteries might  include Enchanting (Storytelling), Charm Magic, Story Magic, and Becoming.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Keepers Initiation: Story Magic|21 (Major Virtue known to the Mystagogue)|+14|The Initiate must learn a new poem or story from a culture that she isn’t familiar with. It must be over 5,000 lines in length and memorized in the original language (+3). She must then seek out a similar work from a different culture and memorize it (+3). Combining the overlapping elements of both, the Initiate must create an original piece, one that both cultures would recognize, but that changes the ending or overall meaning (+3). (These tasks could be tested with two Intelligence + Language rolls and a Communication + Language roll against Ease Factors of 12, though the storyguide might prefer to roleplay the process instead.) With this new tale, the Initiate must visit a powerful faerie in a Faerie regio on the longest day of summer, and perform her work. This must please the faerie enough that it rewards the Initiate with a treasure (+3). The Initiate must take this prize to her Mystagogue, and at an auspicious time based on their horoscopes (+1), they must sit upon a hilltop with a Faerie aura, taking some sort of intoxicating substance with them. The Initiate and the Mystagogue partake of this while telling each other stories until they fall unconscious. When they awake, the treasure will have vanished (+1).}}&lt;br /&gt;
&lt;br /&gt;
=== Do Faeries Dream of Counting Sheep? ===&lt;br /&gt;
Faeries are defi ned by their interest in humanity: they want to interact with things of the mundane world, and they enjoy the company of people. But if faeries are the realization of human imagination given life, what do they actually want from them? What can followers of Merinita give the Fair Folk, while appreciating, studying, or interacting with them for their own reasons?&lt;br /&gt;
&lt;br /&gt;
Creatures of Faerie can take any imaginable form, but have great difficulty reproducing. They cannot invent anything new. Some Merinitae believe the faeries admire (or envy) humanity for their ability to create, and seek them out to experience the miracle of this for themselves. Many of the fae cannot resist a good story, or a treasure of their very own, or even a new name, since these are all things that contain the spark of originality. Thus, the House often encourages such artistic endeavors on the faeries’ behalf.&lt;br /&gt;
&lt;br /&gt;
Other faeries fear that they will be forgotten. If they recognize that they owe their existence to human belief, they can ensure their continuation by encouraging the people to honor them, perhaps even worshiping them like the gods of old. Libations poured over Faerie stones, prayers intoned in sacred groves, men and women dancing around ceremonial fires, young children abandoned in dark places — many faeries recognize these as ancient rites of respect, and reward those who perform them.&lt;br /&gt;
&lt;br /&gt;
Some faeries perceive Mythic Europe as a place of forced exile from Arcadia, and want nothing more than to return to their fabled homeland. The means of accomplishing this are not clear; some Merinitae think it requires an invitation from a sovereign of Faerieland, others imagine that it requires a fundamental change to the faerie’s nature. One school of thought suggests that death allows the faerie to escape the confi nes of reality and return to Arcadia, but it seems impossible to prove this for certain.&lt;br /&gt;
&lt;br /&gt;
==== Faerie and Dreams ====&lt;br /&gt;
Many Merinitae believe that there is a connection to Arcadia in every person’s mind. This is because they think dreams somehow influence and are influenced by the Faerie realm, which they consider to be the collective dreams of all humanity. Thus, faeries may occasionally be found to inhabit a person’s imagination, accessible with Mentem magic and the specialized [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Dream Virtues]].&lt;br /&gt;
&lt;br /&gt;
Characters with the Merinita Mystery Arcadian Travel can open trods into Arcadia through their dreams, if they wish. The maga produces a charm designed to lull the travelers to sleep, and they then journey to a dream-based Arcadia in spirit instead of flesh. While away, sleeping characters do not age or suffer ill effects of going without food or water, though they can die through other means — and if they do, their spirits remain in Faerie.&lt;br /&gt;
&lt;br /&gt;
==== The Shadow-Masters ====&lt;br /&gt;
The philosopher Plato once described a cave where a group of prisoners sit chained in front of a wall. Behind them, shapes of people and animals pass in front of a great light, casting their shadows where the prisoners can see them. As far as the prisoners know, these shapes are real. They know nothing of the figures that cast the shadows; they only know them by how they appear upon the wall. Plato used this idea to describe humanity’s imperfect understanding of the realm of forms: like the prisoners, they cannot see the things that cast the shadows; they only see the shadows themselves.&lt;br /&gt;
&lt;br /&gt;
The Shadow-Masters are a troupe of Merinita magi who teach that the elements of this allegory correspond to the four supernatural realms. The light comes from the Divine, and the darkness is the Infernal; the light creates the images, while the darkness tries to envelop and destroy them. Men and animals step into the light, and this is magic: imperfect copies of their forms are projected against the wall that represents the mundane world. Yet it is also possible, these Merinita say, to fashion false figures and move them into the light, casting gray shadows that convince the prisoners that they see something that isn’t real at all, and this is Faerie’s role in the allegory: shadow-puppets with substance.&lt;br /&gt;
&lt;br /&gt;
Members of the society learn to play with these philosophical illusions, in a sense constructing shapes from dross and scraps and leading them to a new existence before the light of creation. The whole world is their theater: they conjure heroes and villains and set them against each other in great set pieces, enacting and re-enacting famous stories and legends, or inventing completely new tales of wonder and fear. By observing how humanity responds to these stories, the Shadow-Masters gain insight into the nature of the world, while simultaneously reinforcing belief in the strange and imaginary.&lt;br /&gt;
&lt;br /&gt;
It has become a tradition within the group to host a tournament every few years, called the Great Play. A Shadow-Master builds a labyrinth, castle, or other intriguing setting for the event, which she fills with illusory obstacles, traps, puzzles, or people. It is usually built around a theme, such as Homer’s &#039;&#039;Odyssey&#039;&#039;, the Crusades, or “Beyond the Lunar Sphere.” When it opens, other Shadow-Masters, hopeful Initiates, faeries, and even a few unwitting passersby descend upon the field and do their best to answer the challenge. The only formal prize for succeeding is the responsibility to host the next event, though the leaders of the Great Play often reward the participants in other ways, and those who attend but do not belong to the group are almost always invited to join.&lt;br /&gt;
&lt;br /&gt;
Society elders typically Initiate new members into the Mysteries of Glamour, Animae Magic, and Perpetuity. Many of them have a Major Magical Focus in illusions, and they most commonly live in the Transylvanian and Theban Tribunals, though they come from all over Mythic Europe. Anyone can join by proving herself in the Great Play, and in fact it is said that even a few members of House Tytalus have set aside their grudge and joined House Merinita through this society.&lt;br /&gt;
&lt;br /&gt;
Shadow-Masters enjoy the simulation of reality even more than reality itself, and hold that over time, the fiction &#039;&#039;becomes&#039;&#039; truth. Many swear that the creatures they have created have begun to reproduce, or have been found in places where Shadow-Masters have never been. For them, this is the pinnacle of achievement; it shows that their creations have taken on lives of their own, which they believe is ultimately what all faeries truly desire.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Shadow-Masters Initiation: Glamour|21 (Major Virtue known to the Mystagogue)|+15|The Initiate must pursue a faerie that is skilled in powers of illusion, staying in close pursuit with it until she receives a Warping Point (+3) through magical mischance. From this point on, until the completion of the Initiation, the Initiate feels slightly odd, as if drunk, and suffers a –3 on all of her Perception and Intelligence rolls (+1). Then, on the date of the manifestation of her Gift, which she must discover if not known (+1), she and her Mystagogue must fight a Creo or Muto Imaginem certamen, reciting ritual insults at each attack, until one of them falls unconscious from loss of Fatigue (+1). She also acquires the Major Flaw Vulnerable Magic (+9), which is often associated with the circumstances that caused her Gift to manifest. Participation in the Great Play may be substituted for the duel, though she still gains the Flaw.}}&lt;br /&gt;
&lt;br /&gt;
=== The Sundered Realms ===&lt;br /&gt;
Many Merinitae ponder the relationship between the Magic and Faerie realms, since through their House Mysteries they must often straddle the divide, with one foot on either side. Some seek ways to unite the two, others to further separate them, and a few explore their mystic origins in search of new insights into both.&lt;br /&gt;
&lt;br /&gt;
One popular theory within House Merinita is that the four supernatural realms were once only one realm — Faerie — and that Arcadia is the Garden of Eden. Then the serpent tempted Adam and Eve to taste the fruit of knowledge, and their eyes were opened; they received The Gift, but at the cost of their immortality. The one realm became two — Magic and Faerie — and they were all of them sent from the fabulous Garden, exiled to the mortal world where they became subject to Twilight and death.&lt;br /&gt;
&lt;br /&gt;
When the angels rebelled against Heaven and fell, they divided the realms into two others: the Divine and Infernal. However, at the same time, some of the angels chose to remove themselves from the conflict, choosing neither God nor Lucifer, and these beings remained separate from Heaven and Hell. Not being entirely human, they traveled freely between earth and Garden; these are the pagan gods and monsters of the ancient world. Thus, it is said, magic is associated with those who possess the knowledge of the Tree of Life — the children of Adam and Eve, the descendents of the serpent, and the named beasts of Eden — while faeries are the others who guard the edges of terrestrial paradise, who because of their otherworldly nature remain outsiders in human society.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae suppose that the division between Magic and Faerie is a more recent phenomenon, having occurred at or soon after the birth of Christ. The physical incarnation of God in the human world was too much for most of the pagan gods and ancient heroes to withstand, they say, and caused the Spirit realm from which they originated to divide into two parts: those who returned to earth in natural forms joined the realm of Magic, and those that passed away forever became Faerie. The Merinitae who favor this idea maintain that the ancient gods and goddess remain in Arcadia as ghostly shadows of their former greatness, capable of only limited interaction with the physical world. They also suggest that they could be returned to power via concentrated worship or other human devices.&lt;br /&gt;
&lt;br /&gt;
==== Pagan Glory ====&lt;br /&gt;
Gods and goddesses of the ancient world can be associated with either the Faerie or Magical realms, though those that have a magical aspect tend to be focused on themselves more than on their worshipers, and many of them are thought to have taken physical forms or retreated far from human society. Those who still seek followers and have an interest in mortal affairs are considered powerful faeries, and it may be difficult to distinguish them from other great lords and ladies of the faerie courts. Still, dedicated ceremonies designed to gain their attention and favor could plausibly have an effect, and many pagan Merinitae have claimed to have the blessings of their ancient deities at one time or another.&lt;br /&gt;
&lt;br /&gt;
==== The Cult of Vesta ====&lt;br /&gt;
In the later years of the Roman Empire, many of the pagan cults began to band together, combining the characteristics of many gods into cults nominally associated with only one of them. The original Cult of Mercury was one of these, uniting most of the original pantheon under one god’s name. The rites of Vesta, a relatively minor goddess of hearth and home, were eventually integrated into the practices of Diana, and her cult outlived the Fall of Rome by retreating into the barbaric wilderness outside of the empire, surviving beside the pagan practices of the German invaders. Some believe that Merinita was a high priestess of this struggling Diana cult.&lt;br /&gt;
&lt;br /&gt;
After Quendalon transformed the House, a pair of young magae from Brittany began to experiment with combining what they knew of Merinita’s nature magic with the new secrets that Quendalon had taught them. They discovered that the childlike innocence of Faerie could mimic wild and unspoiled nature, even in domesticated areas, so long as there were some among the community who remained chaste.&lt;br /&gt;
&lt;br /&gt;
Since faeries can generally adapt to any realm, these magae made it their task to encourage the fae to settle within their lands, and dedicated their cult to that objective. They adopted Vesta as their patron, reasoning that since she, a domestic goddess, had survived in the wilderness as part of the Cult of Diana, perhaps so too could Diana, the goddess of nature, survive in the home as part of the new Cult of Vesta.&lt;br /&gt;
&lt;br /&gt;
They resurrected many old Roman rites of the Vestal priestesses, venerating faeries as household gods and encouraging the practice of leaving gifts for them in exchange for their services. They also took vows of chastity, for they believed that their unusual focus would fail if their sexuality were ever “tamed.” Through their Initiation rites, members of the cult gained special powers from the faeries in exchange for this sacrifice, but swore that if they ever broke their vows they would be punished — buried alive, to give back to the earth the bounty that they had taken from it.&lt;br /&gt;
&lt;br /&gt;
The Vestals do not involve themselves much with the politics of the Order of Hermes at large, though they are known to the Hermetic Cult of Mercury, and might be considered their kindred spirits. While they do not typically Initiate outsiders into their secrets, they might share insights into Magic or Faerie Lore with them in the hopes of further narrowing the distance between the two realms.&lt;br /&gt;
&lt;br /&gt;
Followers of Vesta are traditionally women, though there have been men represented. They usually take Gifted children between the ages of six and ten as apprentices, indoctrinating them with the ideals of the society and Initiating them into Faerie Magic. There are two formal levels of Initiation after the Gauntlet, however, and any Merinita can join if they are willing to dedicate themselves to the cult.&lt;br /&gt;
&lt;br /&gt;
The first level is the Vestal virgin. A Vestal serves for thirty years, and there are no more than nine Vestals at any given time. When one of them leaves, she or one of her sisters chooses a worthy replacement. The new Vestal Initiates the Nature Lore Mystery with the unique focus of &#039;&#039;lares&#039;&#039; (“household spirits,” also called &#039;&#039;penates&#039;&#039;); these are essentially a type of domestic faerie associated with the home and community. With Lares Lore, Vestals interact with the faeries of a settlement in the same way that nature magi interact with the denizens of the wilderness.&lt;br /&gt;
&lt;br /&gt;
The second level of Initiation comes after thirty years, when the maga leaves the priesthood. She generally settles down in a small village or covenant and gives herself over entirely to its care. She learns either Becoming or Guardian of Nature (she may join her spirit with a Faerie aura so long as she remains a virgin), and uses her powers to transform herself into a sort of civic deity. Within her community she may endure for as long as her faeries flourish, guiding the common folk of the area to ensure that the old ways survive.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Vestals Initiation: Nature Lore|15 (Minor Virtue known to the Mystagogue)|+10|The Initiate must prepare a cake using ritual ingredients. The grain must be from ears of wheat gathered on the three days of Lemuralia, which are the 7th, 9th, and 11th of May (+1). She must pound and heat brine in a jar within the hearth until it forms a salt rock that she cuts with a saw; she carries water from a sacred spring in specially crafted jugs whose bottoms taper to a point and whose water must not touch the ground (+1). She bakes the cake on Vestalia, June 9th, and places it on her hearth to attract the faeries (+1). On the Ides of June (June 15th), the Initiate must then thoroughly clean her dwelling, burning the refuse in the fire and scattering the ashes into the nearest river (+1). She must then meet the Mystagogue in her clean home. There, she swears to honor the faeries and takes a Vow of chastity (+3), which the faeries covertly witness (+3).}}&lt;br /&gt;
&lt;br /&gt;
== Merinita Mysteries ==&lt;br /&gt;
This section describes the secrets that define the House, which Merinitae may Initiate in exchange for appropriate sacrifice and study. They are broken into &#039;&#039;&#039;schools&#039;&#039;&#039;, groups of Mysteries primarily associated with the magi who introduced them to the House. Merinitae recognize three schools associated with Faerie Magic, and there is also said to be a peripheral school about which little is generally known. Characters raised in the House usually belong to a lineage associated &lt;br /&gt;
with one of these schools, Initiating the Mysteries from their parentes. Those who join the House after apprenticeship usually enter the Mysteries through Initiation into a [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#House Society|group of like-minded Merinitae]] instead.&lt;br /&gt;
&lt;br /&gt;
Initiating a person into a Mystery is much like taking an apprentice, and formally joining House Merinita is considered a necessary part of the process. They maintain that if you have Initiated the Outer Mystery, you belong to their House. This implied threat doesn’t carry much weight, since on the whole Merinitae are not very aggressive or even politically active. Still, all of them know that they should formally introduce potential Initiates to the House before teaching them their secrets, and that there should be consequences for those who indiscriminately share their Mysteries with outsiders.&lt;br /&gt;
&lt;br /&gt;
Below are some of the more common kinds of magic within the House; many of these are Virtues available to all characters during character creation, which Merinitae often Initiate later through their Mystery rites. Most are referenced by the lineages that are found throughout this section. A few are even appropriate for companions without The Gift who share the House’s interest in the fae and faerie things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Merinita Mysteries Overview&lt;br /&gt;
|-&lt;br /&gt;
! Outer Mysteries !!colspan=&amp;quot;4&amp;quot;| Inner Mysteries&lt;br /&gt;
|-&lt;br /&gt;
| Faerie Magic ||rowspan=&amp;quot;2&amp;quot;| Binding the Gift || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Arcadian Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Arcadian Travel&amp;lt;br/&amp;gt;Animae Magic&amp;lt;br/&amp;gt;Becoming&amp;lt;/div&amp;gt; || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Folk Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Charm Magic&amp;lt;br/&amp;gt;Story Magic&amp;lt;br/&amp;gt;Symbolic Magic&amp;lt;/div&amp;gt; || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Illusion Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Spell Timing&amp;lt;br/&amp;gt;Glamour&amp;lt;br/&amp;gt;Perpetuity&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Nature Lore ||colspan=&amp;quot;3&amp;quot;| &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Nature Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Awakening&amp;lt;br/&amp;gt;Wilding&amp;lt;br/&amp;gt;Guardian of Nature&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== New Virtues ===&lt;br /&gt;
These Virtues explore the supernatural and Hermetic differences that make followers of Merinita unusual, especially where the Faerie or Magic realms overlap, or where characters are extraordinarily inspired by otherworldly ideas and places.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Alluring to (Beings)|Minor, General|This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might.&lt;br /&gt;
&lt;br /&gt;
These beings are strangely drawn to the character, and generally trust or obey her without thinking. She gets +3 on Communication and Presence rolls to affect them. Characters who are Offensive to beings of this sort cannot take this Virtue, including those who have The Gift or Magical Air, though characters who are Inoffensive to them or have the Gentle Gift may.&lt;br /&gt;
&lt;br /&gt;
Note that while Alluring to Magical Beings can affect Hermetic magi, the Parma Magica protects against this effect as part of resisting the social penalties of The Gift. Might and other forms of general Magic Resistance do not hinder this effect.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Enchanting (Ability)|Minor, Supernatural|Like Enchanting Music &#039;&#039;&#039;&#039;&#039;(ArM5, page 65)&#039;&#039;&#039;&#039;&#039;, this Supernatural Ability applies to a particular type of artistic expression: dance, drawing, storytelling, even craftwork. Those with this Virtue may find that in Faerie auras this Ability allows them to change or control events based on how well they depict them with their art.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Faerie-Raised Magic|Major, Hermetic|The character’s experience with faeries and the Faerie realm has conditioned him to invent spells very quickly; to him, formulaic spells seem like inherent powers that you can learn through observation and experimentation. Because of this, he can teach himself spells outside of the laboratory. You may spend experience points from Exposure, Adventure, and Practice on spells that mimic faerie powers or other supernatural effects your character has observed that season.&lt;br /&gt;
&lt;br /&gt;
To invent a spell in this way, the magus’s Technique + Form + Intelligence + Magic Theory must at least equal (the spell’s level – 10), and you must spend a number of experience points equal to (the spell magnitude + 4). Spells of level 5 or less cost their level in experience points (but always at least 1). For example, a level 2 spell costs 2 experience points, and a Level 15 spell costs 7 experience points. The magus cannot invent Ritual spells in this way.&lt;br /&gt;
&lt;br /&gt;
If the magus already knows a spell that is [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to one he wishes to invent, any experience points you spend towards learning that spell are increased by one half. This means that a level 25 spell would cost 6 experience points instead of 9, for example.&lt;br /&gt;
&lt;br /&gt;
This Virtue also includes [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Spell Improvisation|Spell Improvisation]]. That is, you may add the magnitude of a known formulaic spell as a bonus to your character’s Casting Total when spontaneously casting a spell that is similar to it.&lt;br /&gt;
&lt;br /&gt;
If you take this Virtue during character creation, you should also take the Faerie Upbringing Flaw. Because the magus’s master also had to teach him about human society, he probably had less time to teach him Hermetic magic. It is possible that the apprentice invented formulaic spells quickly enough on his own to compensate for this, but you might take the Weak Parens Flaw to suggest this limitation of his apprenticeship.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Independent Study|Minor, General|The character develops new skills extremely quickly on his own. When he is studying through Practice, add two to the Source Quality, and add three to the Source Quality of his Adventure experience.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Inoffensive to (Beings)|Minor, General|This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might.&lt;br /&gt;
&lt;br /&gt;
The character’s Gift does not bother beings of this sort, although it still has the normal effects on others. For example, Inoffensive to Animals makes it easier for her to get along with mundane beasts. Animals who react positively to The Gift still react positively to her, since she does have The Gift, but those that do not are not disturbed by her presence.&lt;br /&gt;
&lt;br /&gt;
You may not take this Virtue more than once; characters who are Inoffensive to more than one type of being should take Gentle Gift instead. UnGifted characters may take this Virtue only if they have the Flaw Magical Air.&lt;br /&gt;
&lt;br /&gt;
Some Merinitae refer to these Virtues with special terms that suggest the three cords of the enchantment that binds a magus to his familiar. Inoffensive to Animals is called “The Bronze Gift,” Inoffensive to Faerie Beings is “The Silver Gift,” and Inoffensive to Magical Beings is known as “The Golden Gift.”}}&lt;br /&gt;
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{{ArMVirtueFlaw|Spell Improvisation|Minor, Hermetic|The magus may add the magnitude of a formulaic spell he knows as a bonus to his Casting Total when spontaneously casting a spell that is [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to it. This includes fast-casting a spell that is the same as or very similar to one of his formulaic spells, though he does not get this bonus if he has the Fast Cast Ability for a mastered spell, since in that case you add his Mastery Ability instead. This bonus does not stack with other bonuses to his Casting Total, nor does it stack with itself if the magus happens to know several similar spells.}}&lt;br /&gt;
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=== New Flaws ===&lt;br /&gt;
These Flaws are designed primarily as Ordeals for Initiatory rites. However, players of characters who belong to House Merinita or who have similar interests might also consider taking these Flaws during character creation.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Harmless Magic|Minor, Hermetic|The character’s Perdo spells cannot permanently destroy anything; they temporarily disrupt the target, like Perdo Imaginem magic, but as soon as the duration has passed the target returns to its natural state as if nothing had happened, like a Muto effect. This means that a version of &#039;&#039;The Wound that Weeps&#039;&#039; (PeCo15), for example, briefly causes a painful, bleeding wound that immediately closes again. Likewise, &#039;&#039;Fist of Shattering&#039;&#039; (PeTe10) causes an object of stone or weaker material to briefly break apart, but then fuse itself together again. The character’s Ritual Perdo spells function normally, however.&lt;br /&gt;
&lt;br /&gt;
This weakness can be a boon to a crafty character. A maga might invent a spell to destroy a heavy rock at Concentration Duration; she could then cast it and lie in wait. When her enemy walks into the vacant space, she could release her concentration and crush her victim beneath it when it reforms. However, in most cases this limitation is a minor hindrance, as useful Perdo magic requires longer Durations.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Inconstant Magic|Minor, Hermetic|The character’s magic is easily distracted, it stutters and starts. Spells that require his guidance (e.g. concentration, or aimed spells) after being cast are not immediately responsive, as if the character must focus the spell’s attention, and spells that are triggered by a condition (such as Waiting Spells or enchanted devices) take about two minutes to activate, as if the magic had wandered off when the caster was not watching it carefully. Any magic items he creates with constant effects are interrupted at sunrise and sunset; the magic is not seamless. The character suffers a –3 penalty to all Finesse rolls.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Offensive to (Beings)|Minor, General|This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realm, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might.&lt;br /&gt;
&lt;br /&gt;
Beings of the chosen category react badly to the character, as if he had The Gift, which makes them very uncomfortable around him and gives him a –3 to all social interaction rolls with them.&lt;br /&gt;
&lt;br /&gt;
You may not take this Flaw more than once; characters who are Offensive to more than one kind of being should take Magical Air instead. Characters with The Gift may take this Flaw only if they have the Gentle Gift, which makes this type of being react to them negatively while others are unaffected.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Unbearable to (Beings)|Minor, General|This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might.&lt;br /&gt;
&lt;br /&gt;
These beings are extremely disturbed, frightened, and possibly enraged by the character’s presence. She suffers an additional –3 penalty on all social interactions with them, which adds to the –3 penalty normally associated with The Gift. Only characters with The Gift or Magical Air may take this Flaw, and it cannot be combined with the Blatant Gift.&lt;br /&gt;
&lt;br /&gt;
The Flaw is sometimes known by different names among Merinitae, depending on the type of being it affects. Offensive to Humans is called “The Tin Gift”; Offensive to Infernal Beings is called “The Iron Gift”; and Offensive to Divine Beings is called “The Leaden Gift.” These Flaws are thought to balance the similar Inoffensive Virtues; it is very common for characters with one of the positive versions of The Gift to have one of these negative versions as well.&lt;br /&gt;
&lt;br /&gt;
You may not take this Flaw more than once; characters who are Unbearable to more than one kind of being should take the Blatant Gift instead.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Unnatural Magic|Major, Hermetic|Because of the unreal and illusory nature of your magic, none of the character’s Creo rituals have a permanent effect. Wounds magically closed with &#039;&#039;The Chirurgeon’s Healing Touch&#039;&#039; (CrCo20), for example, reopen again as soon as he finishes casting the spell, as the magic truly lasts only a moment. He also cannot extract vis from an aura using Creo, since his version of that Art is too unstable for it to remain in a lasting physical form.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Vulnerable Magic|Major, Hermetic|The character’s magic is automatically dispelled in certain uncommon circumstances. Examples include: when touching iron, when under the influence of the Divine, when crossing over running water, when his name is spoken three times, or when he is not touching the ground. This condition immediately ends the duration of a spell when it is applied to the target, or all of your active spells when applied to you.&lt;br /&gt;
&lt;br /&gt;
This Flaw may be taken multiple times, so long as a different condition is specified for each.}}&lt;br /&gt;
&lt;br /&gt;
=== New Abilities ===&lt;br /&gt;
These Abilities are only taught to magi who have Initiated the Mysteries of House Merinita.&lt;br /&gt;
&lt;br /&gt;
==== Faerie Magic ====&lt;br /&gt;
Faerie Magic is an Arcane Ability learned after Merinitae initiate the [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Outer Mystery of Faerie Magic]], which represents how their magic differs from normal Hermetic magic. This includes the ability to apply faerie thinking to arcane activities, usually by drawing out sympathetic connections between magical and mundane things.&lt;br /&gt;
&lt;br /&gt;
These mystic relationships may be integrated into casting tools that Merinitae often use with their spells, called [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Charms|charms]]. These are symbolic representations designed to highlight a particular quality of the target that always involve some sort of artistic ability. They may be used to increase Penetration, but are also used with many of the Inner Mysteries to produce other interesting effects.&lt;br /&gt;
&lt;br /&gt;
Merinitae can integrate the principles of charms into their laboratory activities, making use of their knowledge of symbols associated with the Faerie and Magic realms in their work, and this is represented by three additional effects of the Faerie Magic Ability:&lt;br /&gt;
* Faerie Magic may be substituted for Magic Theory when experimenting, when using faerie vis, or when practicing magic associated with the Faerie realm.&lt;br /&gt;
* The amount of vis you can use in a single season is equal to your (Magic Theory + Faerie Magic) x 2, so long as all of it is faerie vis.&lt;br /&gt;
* Add your score in Faerie Magic to the number of botch dice you roll in these conditions, but the effects of these additional dice tend to be more annoying than dangerous; it takes two of these botches to produce the negative effects of a normal botch die. The character still gains a Warping Point for each 0 rolled on these extra dice, though they do not force you to check for Twilight. (This is because integrating faerie power into magic warps the character more quickly, but does not increase her chances of being overcome by it.) Two or more botches on the standard botch dice require a check for Twilight as normal, however.&lt;br /&gt;
&lt;br /&gt;
Faerie Magic might also represent the union of Faerie Lore and Magic Lore, the knowledge of similarities between the two realms. Often this combination can inspire surprising insights, especially when dealing with entities traditionally associated with both realms, like pagan gods, ghosts, and chimerae. It is also an appropriate Ability to use when trying to distinguish between Magic and Faerie, as it can address differences between the two realms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties:&#039;&#039;&#039; faerie vis, experimenting, inventing spells, charms, lore (Arcane)&lt;br /&gt;
&lt;br /&gt;
===== Charms =====&lt;br /&gt;
Charms are casting aids that all magi who study Faerie Magic learn how to make, which identify a specific magical effect using sympathetic magic. They can be physical objects, like sculptures or drawings; or performances, like songs or stories; or even arcane pronouncements or ceremonies, like prophecy or naming.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;temporary charm&#039;&#039;&#039; takes about ten minutes to design, and must be used right away, typically with spontaneous magic. More lasting charms, or &#039;&#039;&#039;permanent charms&#039;&#039;&#039;, take several hours, and must involve a special object that the maga wields when she activates the charm, incorporating the object into the effect; if this object is damaged, the charm must be remade.&lt;br /&gt;
&lt;br /&gt;
A maga who has a score in Faerie Magic and an Arcane Connection to her target may use a charm as a sympathetic representation, increasing her Penetration multiplier by two. This requires a roll when the charm is made: composing a song might use Communication + Music, while a drawing might be Dexterity + Craft. The maga produces an effective charm on a roll of six or more, or nine or more for a permanent charm. Other magi can do this without Faerie Magic, but it takes them longer and they need a higher total on the roll (see [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Arcane Connections|Sympathetic Connections]]).&lt;br /&gt;
&lt;br /&gt;
Temporary charms may only be used once, as they always include unique properties associated with the effect, though a permanent charm associated with a special object may be used whenever it is applicable. A maga may prepare any number of charms in advance, but may only incorporate one charm into a given spell in this way.&lt;br /&gt;
&lt;br /&gt;
==== House Merinita Lore ====&lt;br /&gt;
This is the Ability that Merinitae use to Initiate their House Mysteries, and thus it is the one thing that they all have in common. It represents knowledge of all the secret rites, mysteries, and legends associated with the House, including all three schools of Faerie Magic Mysteries, and even the nature Mysteries taught by Merinita to her followers before she disappeared. Magi who wish to Initiate the Inner Mysteries should have at least a score of 1, and Mystagogues of the many different House cults typically have scores of 4 or 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties:&#039;&#039;&#039; Initiating others, Initiating self, modifying an Initiation Script (Arcane)&lt;br /&gt;
&lt;br /&gt;
=== Familiars ===&lt;br /&gt;
Merinita introduced the ritual that allows a maga to bond with her familiar, and many of her followers have developed a special affinity for them. In fact, within the House it is far more respected to take a familiar than it is to train an apprentice, and those who do the latter before the former tend to be looked down upon by their peers. Merinitae who are interested in this direction might take a Major Magical Focus with Familiars, which applies to all spells and laboratory activities that affect familiars, either their own or those belonging to other magi.&lt;br /&gt;
&lt;br /&gt;
==== Enchanting a Faerie Familiar ====&lt;br /&gt;
If a character has been Initiated into the Outer Mystery of Faerie Magic, she may bind as a familiar any living thing that is inherently faerie by nature. This is almost always represented by having a Faerie Might score, though it can also apply to people and animals that have become fay by close association with the Faerie realm. The being must be somehow attuned to the maga in order for the enchantment to succeed, exactly the same as with magical beasts, requiring mutual admiration and a compatible nature. The character then enchants the faerie as normal, using the [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Familiars|Familiar Bonding Lab Total]].&lt;br /&gt;
&lt;br /&gt;
There are three special powers inherent in the enchantment of a faerie familiar. These are:&lt;br /&gt;
* &#039;&#039;&#039;Shared Powers:&#039;&#039;&#039; The maga may activate any of the familiar’s powers as if she possessed them herself, much like casting formulaic spells, by using her Fatigue Levels in place of Might. Each Fatigue Level she spends is worth a number of Might Points equal to (familiar’s Might Score / 5). Thus, if her familiar had a Might Score of 10, the maga could spend a Fatigue Level as if it were 2 Might Points. Faeries do not have Fatigue Levels, but the familiar may expend the same number of Might Points as if it were a Fatigue Level, allowing it to exert itself in combat.&lt;br /&gt;
* &#039;&#039;&#039;Shared Sense:&#039;&#039;&#039; The maga can tell when the familiar perceives something with its faerie senses that she cannot, or when she can see something that her familiar cannot. Since most faeries have Second Sight, this is often useful information, and the familiar receives the same insight. This gives each of the couple at least a general idea of the direction and distance to the irregularity.&lt;br /&gt;
* &#039;&#039;&#039;Shared Fatigue:&#039;&#039;&#039; The familiar may regain (its Might Score / 5) Might Points by resting, just as the maga regain Fatigue Levels. For example, if a familiar with Might Score 10 had spent 2 Might Points, it could regain both of them by resting for two minutes. If it were down 4 Might Points, it would take it ten minutes of resting to regain the fi rst two points, then two minutes more for the last. The familiar may also spend Might Points when the maga would lose a Fatigue Level, allowing her to draw upon its tirelessness instead of expending her own energy. This costs it a number of Might Points equal to the value of the Fatigue Level the maga would reach, with each Level worth (familiar’s Might Score / 5). Thus, for a familiar with Might 10 to give the maga a Fatigue Level when she is Fresh would cost it 2 Might Points, Winded would cost 4, Weary 6, and so on.&lt;br /&gt;
&lt;br /&gt;
The three cords still function as normal, but as it is part of the nature of faeries to chafe against bindings, the cords grow weaker over time (unless they are reinforced by the faerie cords described below). Every year one of them degrades, usually the one with the highest value. This is handled in a manner similar to the way Characteristics are affected by aging, so that each year one of the cords receives an Aging Point. After four years of Aging, a +3 cord would become +2, three years later it would become +1, and after two more years it would be 0. If all three cords have scores of 0, the bond degrades completely at the end of the year and the enchantment is broken. The faerie is released, and all powers that have been invested into the bond are lost.&lt;br /&gt;
&lt;br /&gt;
Followers of Merinita have always been disappointed by this limitation of faerie familiars, but they have decided that it is part of the nature of Faerie, and have come to accept it. Because of this, many members of the House advocate not becoming too deeply attached to their familiars, and in fact recommend avoid lasting personal commitments in general. Deep, abiding relationships cannot be forged with the faeries, they warn, and so they suggest that magi take an interesting succession of temporary faerie familiars instead, experiencing a wide variety of companions throughout their lifetimes.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae are troubled by this practice, especially as it seems to be the exact opposite of what their Founder believed, and distorts the whole purpose of her enchantment. Thus, many of them do not take faerie familiars at all, preferring to bind a magical animal for life using the standard method that has been integrated into Hermetic magic theory. It is also generally held that Merinitae who are extremely fay in personality should bind magical familiars, not faerie ones, to help balance their two natures, and so there is no stigma associated with this choice — in fact, a Merinita maga might even bind a magical familiar simply to increase her reputation as faerielike.&lt;br /&gt;
&lt;br /&gt;
===== Temporary Familiars =====&lt;br /&gt;
One of Merinita’s first apprentices who later joined Quendalon, a maga named Alsia, developed a spell that allowed those with Faerie Magic to approximate binding a familiar, though of course the effect is only temporary. This unusual application quickly spread throughout the House, and it is particularly appreciated by those who favor taking many different familiars. Thus, it may be invented by anyone who has been Initiated into the Outer Mystery of Faerie Magic, and since it is old and popular, there are likely to be Lab Texts of it found in Hermetic libraries throughout Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
The idea of the spell is surprisingly acceptable within the House, as it is a common bargain for faeries to agree to serve a maga for a specific length of time, and this effect helps enforce the arrangement. It is the maga’s responsibility to care for her slave, while it is expected to serve its master and do what she tells it to do. Those who abuse their familiars lose respect in the House, and may even fi nd that some of their sodales are willing to help faerie slaves escape the terms of their service.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Farie Chains of the Familiar Slave|CrVi Gen&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Until, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&amp;lt;br/&amp;gt;&#039;&#039;&#039;Requisites:&#039;&#039;&#039; see below|This ritual binds a supernatural creature to the caster as her familiar, until a condition incorporated into the spell comes to pass. The level of the ritual must be no less than (the creature’s Might + 15), though she may also need to penetrate its Magic Resistance if casting on an unwilling target. It has no effect if the target is already bound as a familiar to another.&lt;br /&gt;
&lt;br /&gt;
Casting requisites of a Technique and Form appropriate to the creature’s nature and physical form may be included. These two Arts are used to determine the Lab Total for any subsequent improvements to the bond. The cords connecting maga and familiar have initial values of 0, and the vis cost of this ritual does not apply towards these improvements. The maga can strengthen the bond in the lab, but the effect is still inherently temporary. If she casts this on a faerie, she gains the three special powers (Shared Powers, Shared Senses, and Shared Fatigue) associated with a faerie familiar, but the cords will decay as normal, though the bond is never completely broken so long as the spell’s duration remains in effect.&lt;br /&gt;
&lt;br /&gt;
Because the bond is often made under duress, the familiar is much more wild and independent than normal familiars, and typically must be subdued or guarded to ensure it does not try to escape. The two are probably at odds most of the time, and the faerie is likely to bear a grudge against the maga afterward if it is taken advantage of or treated badly.|Base effect, +1 Touch, +4 Until}}&lt;br /&gt;
&lt;br /&gt;
==== The Three Faerie Cords ====&lt;br /&gt;
In the late 1000s, a maga named Farrago Bonisagi discovered a solution to the dilemma of faerie familiars. She belonged to House Bonisagus, but she was very interested in integrating faerie powers with Hermetic magic theory, and she Initiated the Mystery of Faerie Magic many years after swearing the Oath, joining House Merinita to further her research. Her earliest project involved trying to find a way to learn faerie powers from a faerie familiar, Initiating them through the bond, but she was entirely unsuccessful at this, and she attributed her failure to the temporary nature of the enchantment. Soon she became obsessed with discovering a way to permanently bind herself to a faerie.&lt;br /&gt;
&lt;br /&gt;
Her studies led her to investigate cryptic comments attributed to Merinita, about additional cords in the familiar enchantment. She could not find a description of these cords, but she theorized that they were somehow connected to the others, and after many years of experimentation she was able to isolate three of them. She called these the leaden cord, the iron cord, and the tin cord, and she documented her discoveries well, so that anyone Initiated into Faerie Magic could take advantage of them. She also believed that there was at least one more cord still to be identified, but she did not speculate what it could do.&lt;br /&gt;
&lt;br /&gt;
These three cords have negative effects, rather than positive. They hinder the maga’s mind, body, and spirit in certain circumstances, offsetting the benefits of the other cords and making her more vulnerable. This is because they do not bring the maga and her familiar closer together, but rather bind the familiar more securely to the maga, preventing its faerie nature from eroding the cords that connect them. In a sense, these negative cords strengthen the positive cords, while at the same time limiting their power.&lt;br /&gt;
&lt;br /&gt;
The cords are purchased exactly the same way as the others, by dividing the maga’s Lab Total for a season into points that are allocated among them. The cords serve to balance each other, and so long as the sum of the values of one set of cords does not exceed the sum of the scores for the other, the cords do not degrade, and the maga does not need to apply Aging Points to them. This means that one negative cord increased to +3 can offset three positive cords at +1, or vice-versa. If there is a discrepancy, the highest-value cord on the side with the greater total, negative or positive, will receive an Aging Point each year as normal.&lt;br /&gt;
&lt;br /&gt;
Mirroring the positive cords, each negative cord also has a varying effect that penalizes both the maga and her familiar.&lt;br /&gt;
* &#039;&#039;&#039;The Leaden Cord:&#039;&#039;&#039; The maga is more susceptible to the Divine, and more prone to magical errors in its presence; add the value of this cord to the number of botch dice you must roll when the maga uses her powers in the Dominion or when touching a holy object. You must also subtract this score from her attempts to resist Divine influence, including Personality Trait and natural resistance rolls.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Cord:&#039;&#039;&#039; The maga cannot stand the feel of iron. When she is touching it, you must apply the value of this cord as a penalty to all of her rolls, and subtract it from her Soak when she is hit with iron weapons. She is also much more susceptible to the Infernal realm, and must increase the number of botch dice you roll by this amount when she uses her powers in an Infernal aura.&lt;br /&gt;
* &#039;&#039;&#039;The Tin Cord:&#039;&#039;&#039; The maga is more vulnerable outside of supernatural auras, and being cut off from a mystic realm makes her very nervous and uncomfortable. When she is not within a supernatural aura of some sort, you must subtract the value of this cord from all of her Personality Trait rolls, natural resistance rolls, healing rolls, rolls to withstand deprivation, and Aging rolls. You also subtract this value from her Soak.&lt;br /&gt;
&lt;br /&gt;
Faeries bound with these negative cords often come to resent their masters, and begin to feel a terrible yearning to escape. It is against the nature of the fae to be fettered; if the bonds do not degrade naturally, the familiar begins to desire freedom more powerfully than anything else, and becomes increasingly uncomfortable with the arrangement. Some faerie familiars commit suicide to break away from their bonds, while others choose to act out in strange and spiteful ways, and some simply bear their imprisonment in quiet despair.&lt;br /&gt;
&lt;br /&gt;
==== Binding the Gift (Minor House Mystery) ====&lt;br /&gt;
Merinita knew how to unlock an additional property of the cords that bind a maga to her familiar: she learned how to share the supernatural quality of her Gift that affects social relations with others, and in so doing could moderate some of the penalties. This is said to have helped her overcome her legendary shyness. She taught this secret to many of her followers, including some who later joined Quendalon, and thus it is still taught in her House.&lt;br /&gt;
&lt;br /&gt;
After Initiating this Mystery, the magus’s familiar is afflicted with the same social penalties that the magus himself suffers because of The Gift — most people and animals can sense that there is something different about the familiar, and are made uncomfortable by its presence. If the magus has the Gentle Gift, or if his Gift is inoffensive to a specific kind of being, his familiar is similarly protected by these Virtues. If he has the Blatant Gift, or is otherwise offensive to some, his familiar also inherits these Flaws.&lt;br /&gt;
&lt;br /&gt;
The three cords that bind the magus and his familiar also serve to lessen the penalties for both of them, and as they become closer to each other they can even overcome them altogether and become more alluring to certain kinds of people or creatures. The familiar acts as a soothing influence on the magus’s Gift, and helps to put other beings with similar backgrounds at ease. Each cord thus has an additional effect, as described below.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Gift:&#039;&#039;&#039; The storyguide should add the value of the golden cord to social rolls that involve interactions with all magical beings, meaning those that have a Magical Might score or who have a supernatural background associated with the Magic realm. This includes Hermetic magi, though they are usually immune to social effects of The Gift because of the Parma Magica.&lt;br /&gt;
* &#039;&#039;&#039;The Silver Gift:&#039;&#039;&#039; This strengthens the magus’s relationship with faeries and faerie creatures. Add the value of the silver cord to all social rolls involving people and creatures with Faerie Might, or who have a supernatural background associated with the fae. Magi with Faerie Virtues and Flaws are included in this category, but again they are usually shielded from the effect by the Parma Magica.&lt;br /&gt;
* &#039;&#039;&#039;The Bronze Gift:&#039;&#039;&#039; The magus’s Gift is less aggravating to mundane animals; the storyguide should add the value of the bronze cord to all rolls that deal with social interactions with them. Some animals — usually those with a supernatural nature — do not react negatively to The Gift, and in that case this cord does not improve the magus’s relations with them, since there is no penalty for the cord to offset.&lt;br /&gt;
&lt;br /&gt;
Bonding with a faerie familiar usually involves forging three additional cords, as described above, and these cords are also negatively affected by this Virtue. The value of the cord is added to the penalty for having The Gift, making the magus and his familiar even more despised in certain circumstances related to the cord.&lt;br /&gt;
* &#039;&#039;&#039;The Leaden Cord:&#039;&#039;&#039; The magus becomes less alluring in the Dominion, and Divine beings or people associated with the Divine realm are made more uncomfortable by his presence. The storyguide should subtract the value of the leaden cord from all social rolls made under these conditions, including whenever the magus is touching anything that is associated with the Divine realm.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Cord:&#039;&#039;&#039; The Infernal realm brings out negative qualities in the magus and his familiar, enhancing the discomfort caused by his Gift. Subtract the value of the iron cord from all social rolls you make in Infernal auras, when dealing with beings who have Infernal Might or an Infernal background, or when touching things that are tainted with evil. The magus is also similarly penalized whenever he is touching iron.&lt;br /&gt;
* &#039;&#039;&#039;The Tin Cord:&#039;&#039;&#039; The magus’s Gift is particularly aggravating to normal people, those who do not have any sort of supernatural background at all. The storyguide should subtract the value of the tin cord from all of his social rolls governing mundane human interaction.&lt;br /&gt;
&lt;br /&gt;
In circumstances where more than one cord applies, use the one with the greater value. For example, when interacting with a person who has both faerie and magical aspects, apply either The Golden Gift or The Silver Gift, whichever is stronger. If both a positive and negative cord apply, use both, adding the bonus and subtracting the penalty.&lt;br /&gt;
&lt;br /&gt;
This Mystery is considered a strange artifact of the House from before Quendalon, and most of the established Initiation Scripts for it are very nature oriented, often involving Ordeals where the magus must live in the wilderness or on the fringes of society for a time.&lt;br /&gt;
&lt;br /&gt;
=== Arcadian Mysteries ===&lt;br /&gt;
These are the Mysteries that were allegedly discovered by Quendalon, and which were responsible for the dramatic change in focus for his House. They concern faeries and the Faerie realm, making it possible for magi to travel through Faerie, summon faeries from Arcadia into the physical world, and to actually become faeries themselves.&lt;br /&gt;
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==== Arcadian Travel (Minor Arcadian Mystery) ====&lt;br /&gt;
This Mystery allows the maga to travel between Faerie and the mortal world with relative ease, via special pathways called &#039;&#039;&#039;trods&#039;&#039;&#039;. Trods are roads that lead into and out of Faerie; they are what connect the different levels of regiones to each other and to the mundane world, and can even lead to Arcadia. These paths occasionally occur naturally, as those who are familiar with regiones know, but with this secret magic Merinitae can cause them to appear at will.&lt;br /&gt;
&lt;br /&gt;
Opening a trod requires that the maga first design a [[Charms|charm]] that depicts the trod’s destination. It is possible to create a charm for a place to which she has never been — the Ease Factor is 12 for a mundane place, 15 for a regio level, and 18 if the destination is part of Arcadia. Note that while human beings can make trods to visit fantastic places they can only imagine, faeries cannot; they can only travel to places they know.&lt;br /&gt;
&lt;br /&gt;
Once she has an appropriate charm, the maga must concentrate upon it; she must be able to perceive the charm, and if it was made in advance, she must touch the object associated with it. This process usually takes about ten minutes, though if she is designing the charm on the spot, she can combine this time with the time it takes to make it. Then the maga must roll her scores in Perception + the Ability used to make the charm.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Arcadian Travel Total|stress die + Perception + (Ability) + Aura}}&lt;br /&gt;
&lt;br /&gt;
A mundane destination can only be reached by first traveling to a level of a regio above it, and the more removed from reality the destination, the more difficult it is to open the trod, as shown in the following chart. However, if the maga has an Arcane Connection to the trod’s destination, she may subtract 6 from the Ease Factor. For the purposes of evaluating the modifier for a supernatural aura, you may treat this as either a Faerie or Magical power, taking the more beneficial effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Arcadian Travel Ease Factor&lt;br /&gt;
|-&lt;br /&gt;
! Destination !! Ease Factor&lt;br /&gt;
|-&lt;br /&gt;
| Regio Level || destination level x 3&lt;br /&gt;
|-&lt;br /&gt;
| Leave Regio || current level of regio x 3&lt;br /&gt;
|-&lt;br /&gt;
| Arcadia || (13 – current aura modifier) x 3&lt;br /&gt;
|-&lt;br /&gt;
| Leave Arcadia || (13 – destination aura modifier) x 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Besides the maga, a trod can affect a number of other people equal to her Faerie Magic score, so long as they all participate in the activation of the charm, concentrating upon it as the maga does. While they are immersed in the experience, the maga leads them through the trod, and they immediately appear at its destination beside the maga. It is impossible for a person to enter a trod unwillingly, though it might happen unwittingly.&lt;br /&gt;
&lt;br /&gt;
==== Animae Magic (Major Arcadian Mystery) ====&lt;br /&gt;
This Mystery allows the maga to bring out faerie properties of everyday things, transforming inanimate objects into living beings and producing faerie creatures at will. These temporary faeries are called &#039;&#039;&#039;animae&#039;&#039;&#039;, “artificial souls.” This includes a number of new spell guidelines that only magi with this Virtue can use, described below.&lt;br /&gt;
&lt;br /&gt;
Animae are essentially alive, and like most faeries they are intelligent and can interact with their environment. They often have powers appropriate to their Might, and while they are not necessarily friendly, they are usually willing to bargain with the maga for their aid. In exchange for such mortal pleasures as a full wineskin, roasted meat, or a kiss, they might fight for the maga, scout out the area, carry her over obstacles, or ensure a good harvest.&lt;br /&gt;
&lt;br /&gt;
While they usually resemble humans and can often be affected by Corpus and Mentem spells, animae are also part of the Form appropriate to their nature, and magi may use that Form to target them in the same way that they would use Animal to affect beasts. Thus, animae can be warded away by Rego effects of this Form, but note that they can appear inside an &#039;&#039;Aegis of the Hearth&#039;&#039; if summoned from within its boundaries.&lt;br /&gt;
&lt;br /&gt;
Merinitae often argue about the origins of animae. Some say they are simply a sleeping aspect of nature brought forth by Faerie Magic. Others say that a faerie spirit is summoned from Arcadia to animate the target. Some think that the magic actually creates a new faerie from the caster’s belief. No one knows for sure if any of these theories are correct, though.&lt;br /&gt;
&lt;br /&gt;
===== Animae Guidelines =====&lt;br /&gt;
Animae spells are Creo or Muto. A Muto spell transforms a mundane thing into a faerie, usually something appropriate to its nature, while Creo simply summons a faerie associated with the Form, and the maga has very little control over what. Since all faeries have Might, and since their Might is added to the level of the spell, Animae spells must always be designed at a level greater than that given in the guidelines. For example, to summon a faerie insect with a Might Score of 1 is a base level 11 Creo Animal effect, and to change a pool of water into a water faerie with Might 10 requires an effect of base level 20.&lt;br /&gt;
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&#039;&#039;&#039;Animal&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faerie animals are just like mundane animals, except that they can usually talk, walk like people, and often have other human qualities. Animals or animal products changed into animae usually retain beastlike properties, though they are still intelligent. For example, a goat changed into a faerie would be hairy, with horns and goat’s feet, and appropriately goatlike Personality traits; a fish might become a mermaid or some other sort of part-human, part–sea creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Animal:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie insect.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie bird, reptile, fish, or amphibian.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Create a faerie mammal.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Create a faerie with animal parts, like wings or gills. Create a faerie that is a combination of multiple animals.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Animal:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change an animal into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Change something made of animal products into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Change something made of multiple animals or animal products into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquam&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Water faeries can be capricious, but are often deep and unfathomable. They have powerful desires, and can be incredibly destructive when unleashed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Aquam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a water faerie.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Aquam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change liquid into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auram&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the air are typically sanguine and flighty, though note that they are also associated with thunderstorms, wind, and lightning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Auram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie of the air.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Auram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change a weather phenomenon into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpus&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the body may appear human, but are definitely not. They are usually deformed in some way. It is impossible to change a living person into a faerie with Animae Magic.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creo Corpus&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create an obviously nonhuman faerie (a walking skeleton, a head without a body).&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie that appears basically human (a corpse, a hunchback).&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Corpus&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Change a skeleton, corpse, or other human remains into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Animate human remains in an unusual shape, or a combination of multiple bodies.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Combine human and animal remains into a faerie (Animal requisite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herbam&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the wood are probably the most well-known faeries in Mythic Europe. They generally behave very similarly to trees whose consciousness has been awakened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Herbam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Create a faerie of the wood.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Herbam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Change a plant or item made from plant products into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Light, flame, and heat are properties all fire faeries share. While Ignem also covers darkness and the absence of heat, faeries of coldness or ice are typically produced with Aquam or Terram spells, and faeries of shadow are considered part of Imaginem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Ignem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie of fire, heat, or light.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Ignem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change fire, heat, or light into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaginem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Animate images do not usually gain additional properties outside their idiom; for example, a faerie echo can only repeat what she hears, and an animate portrait cannot leave her frame. An illusory copy of a person may look and sound like the original but does not necessarily inherit her memories or knowledge. Two notable exceptions are reflections and shadows: when changed into faeries, since they remain tied to their originator and only appear under certain conditions (in mirrors or light), they often retain a part of their source’s identity, and know things that only the original would know otherwise.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creo Imaginem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Create an illusory faerie that can affect one sense. Additional senses add one magnitude each.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Imaginem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Change an image that affects one sense into a faerie. Each additional sense the original image affects, or each additional sense that the faerie image can affect (giving a portrait a voice, for example), adds one magnitude to this effect.&lt;br /&gt;
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&#039;&#039;&#039;Mentem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Mentem faeries are dangerous to experiment with as they live in the mind and can sometimes take it over. They are typically associated with stories and the imagination, and their host might find herself thinking about friends no one else sees, or interacting with these creatures in dreams.&lt;br /&gt;
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&amp;lt;u&amp;gt;Creo Mentem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie in a person’s mind.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie ghost.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Mentem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change an emotion, memory, or thought into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Release a faerie from a person’s mind (with requisites appropriate to its new form).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terram&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the mountains tend to be gruff and slow, though like avalanches they can sometimes move with surprising speed. Those associated with earth are often warm and soft-hearted, while faeries of stone can be cold and passionless. Iron faeries are usually wicked and demonic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Terram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Create a faerie associated with sand, dirt, mud, or clay.&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Create a faerie associated with stone or glass.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie associated with base metal.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Create a faerie associated with precious metal.&lt;br /&gt;
* &#039;&#039;&#039;Level 35:&#039;&#039;&#039; Create a faerie associated with gemstone.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Terram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Change dirt, sand, mud, or clay into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change stone or glass into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change metal or gemstone into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vim&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Vim faeries are the most unpredictable of all, essentially raw magic given life. They are associated with supernatural effects and especially Warping, and are drawn to auras, spells, and enchanted devices. They have powers similar to daimons (see The Mysteries Revised Edition, Theurgy). Note that spells changed into faeries only last as long as the original spell, even if the transformation spell has a longer duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Vim&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Create a faerie daimon.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Vim&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Gen:&#039;&#039;&#039; Change a spell or effect of level less than or equal to (this spell’s level + 5) into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; Change vis into a faerie, with (number of pawns x 5) Might Points, using up the vis in the process.&lt;br /&gt;
&lt;br /&gt;
==== Becoming (Major Arcadian Mystery) ====&lt;br /&gt;
This Mystery teaches the maga how to become a faerie, as Quendalon was reputed to have done (though some secretly think it actually destroys the maga and summons a faerie to take her place). It is an irreversible process with many strange effects, both beneficial and otherwise, and the character must be prepared to undergo dramatic changes to her magic and her being that alter her very nature.&lt;br /&gt;
&lt;br /&gt;
There are three primary transformation rituals associated with Becoming, each one changing a different part of the maga: her body, her mind, and her spirit. This is done through a special kind of laboratory activity that only Merinitae who have Initiated this Mystery can attempt. The maga must perform all three rituals to become entirely fay, in any order, and each requires a season of effort, wherein the maga’s Lab Total must equal or exceed the level of the ritual.&lt;br /&gt;
&lt;br /&gt;
The Technique and Form used determine what sort of faerie the maga becomes, and these may differ for each part of the enchantment: Transformation of the Body changes her appearance, Transformation of the Mind changes her personality, and Transformation of the Spirit changes her magic. After the enchantments are finished, the maga finds her being fundamentally altered to conform to these Arts. For example, Creo Ignem might cause her to look younger and swarthier, Intellego Animal might make her more prone to act on her instincts and curiousity, and Perdo Auram might associate her Might with the destructive properties of the weather.&lt;br /&gt;
&lt;br /&gt;
Each transformation ritual has its own criteria for determining the level of the effect, but until she has a Might Score, the maga’s Lab Total cannot exceed her Warping Score multiplied by her Faerie Magic score. Prior to that time, she must use the lesser of the two formulas as her total. After her Transformation of the Spirit, she no longer has this limitation. For this reason, Merinitae often devote themselves to magical experiments and adventures that cause them to gain more Warping Points before performing these rituals.&lt;br /&gt;
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{{ArsMformula|Becoming Lab Total Limit|Warping Score x Faerie Magic}}&lt;br /&gt;
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Like Initiating Mysteries, all of these transformation rituals are affected by Ordeals, either from previous Initiations or undertaken during the season of the transformation. Multiply the appropriate bonus for the Ordeal by five, and subtract it from the required level of the enchantment. For example, gaining a Major Flaw during a ritual would reduce the level of the first enchantment by 45, the next by 30, and the next by 15. This also counts as having Initiated a Mystery when applying that Ordeal to subsequent Mystery Initiations or rituals.&lt;br /&gt;
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{{ArsMformula|Ordeal Modifier|Level – (Initiation Modifier x 5)}}&lt;br /&gt;
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&#039;&#039;&#039;Transforming the Body:&#039;&#039;&#039; The maga does not age and never suffers Fatigue. She no longer has Fatigue Levels, and cannot exert herself as others do, either in combat or to cast spontaneous spells, though she may simulate this exertion by spending a Confidence Point. As part of the enchantment, her apparent age and appearance become fixed on the cusp of two different phases of life: this is usually either her youth, right after puberty; or adulthood, when her hair first begins to turn gray; or old age, when her hair has become completely white. The level of the enchantment is the character’s true age (the number of years that have passed since she was born) minus 35, plus five times her Decrepitude Score.&lt;br /&gt;
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{{ArsMformula|Transforming the Body|(Character’s Age – 35) + (5 x Decrepitude Score)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Mind:&#039;&#039;&#039; The maga needs no sleep. This means she has two additional free seasons each year, though she cannot perform laboratory activities during them. She can study or adventure, however, and can save up her extra time for the beginning or end of a season, so that she may finish lab projects in two months instead of three, and may spend up to sixteen days away from the lab with no penalty. However, she cannot learn any new Abilities ever again — she can improve Abilities she already possesses, but she cannot gain new ones — and she cannot invent spells or magical effects that are not at least [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to spells she already knows. This limits her spontaneous magic and her laboratory inventions, though she can still master the spells she has learned. The level for this enchantment is the total of her scores in all of her Abilities.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Mind|Total Score in Abilities}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Spirit:&#039;&#039;&#039; The maga sacrifices The Gift and becomes a faerie creature. This makes her immune to Warping and gives her Faerie Might, which she may use for Magic Resistance and Penetration. She may still cast spells and perform laboratory activities, but doing so costs her one Might Point for each magnitude of the effect. She is also affected by wards like Aegis of the Hearth and other powers that affect faeries. The level of this enchantment is the total of her scores in all of her Arts, and once it is completed she gains a Might Score equal to half her Becoming Lab Total.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Spirit|Total Score in Arts}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Faerie Might Score|Becoming Lab Total / 2}}&lt;br /&gt;
&lt;br /&gt;
After the maga has become a faerie, she may strengthen her connection to the Faerie realm by performing lesser transformation rituals, further empowering the enchantment. In this way, the maga can give herself faerie powers or better imitate aspects of humanity that she has given up in the Becoming ritual. Here are three examples of lesser transformation rituals, though other rituals that impart faerie powers may exist, and could be discovered through experimentation or original research.&lt;br /&gt;
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&#039;&#039;&#039;Altering the Enchantment:&#039;&#039;&#039; The maga can make herself appear older or younger, and can choose a different Technique and Form to determine her physical appearance; or she can alter the Arts that determine her faerie personality; or she can increase her Might Score and change the associated Form. The level of this enchantment is the same level as the transformation ritual she is altering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspired Knowledge:&#039;&#039;&#039; The maga can give herself a score of 1 in a new Ability, so long as she could learn it if she were human and has set aside 5 experience points for it. She can also master spells in this way, assuming she knows the spell she wishes to master. The level of this enchantment is the sum of her scores in all Abilities that belong to different categories. For example, when learning a Martial Ability she would add up her scores in non-Martial Abilities, including spell mastery Abilities, to determine the effect level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Empowered Faerie:&#039;&#039;&#039; The maga can learn a new spell, essentially a faerie power that she can activate with her Might. The level of the enchantment is equal to the level of the spell she will gain, which costs her a number of Might Points equal to its magnitude to cast. Exceeding the level by five reduces this Might cost by one, so that doubling it makes the spell cost nothing. She can also reduce the cost of spells she already knows with this same ritual. Likewise, she can increase the number of Might Points a power costs to activate in the same way, if she wishes to increase her Penetration Total.&lt;br /&gt;
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===== Becoming and Familiars =====&lt;br /&gt;
When a maga becomes a faerie, she is affected by Merinita’s enchantment in exactly the same way as a faerie. The cords begin to feel like heavy chains, and the bond becomes a hateful form of oppression by her familiar. Unless she has forged the balancing negative cords, the connection between them decays as normal, even if both of them are faeries. Some Merinitae theorize that there must be another ritual to transform the magical cords into faerie cords, which could allow two faeries bonded together to suffer no ill effects, but if that is possible it has not yet been discovered.&lt;br /&gt;
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==== The Line of Quendalon ====&lt;br /&gt;
After the House Divided, Quendalon took many new apprentices, desiring to share the knowledge he had gained from Faerie with his loyal followers. He also taught other magi his secrets, without requiring anything from them in return, in order to spread his magic throughout the Order. These magi came to be known as the Line of Quendalon. In return for his fantastic powers, Quendalon asked only that they join his House, and pledge their loyalty to him as Primus. Since then, the leaders of the House have all descended from this line, including Rhiannon, Vinaria, and Handri.&lt;br /&gt;
&lt;br /&gt;
Quendalon Initiated his followers in all three Arcadian Mysteries, and characters descended from his lineage may Initiate Arcadian Travel or Animae Magic through one of many well-known Initiation Scripts. Having himself been raised by faeries, Quendalon was said to have encouraged all of his followers to place Gifted children in their care, and so many of his line have Faerie-Raised Magic. Others commonly have a Major Magical Focus with Faerie. When they believe they are ready, having mastered the other Inner Mysteries, the elders of the line Initiate their filii into Becoming, and assist them in the transformation from human to faerie.&lt;br /&gt;
&lt;br /&gt;
Quendalon never took a familiar, and so these Merinitae are less critical of those who choose to forgo the Founder’s ritual, though they often have faerie friends and maintain complex relationships with the fae. The most popular Arts in this lineage are Vim, Muto, and Creo, and most Merinitae study a Form that represents the type of faeries in which they are most interested. Quendalon is said to have particularly favored Terram.&lt;br /&gt;
&lt;br /&gt;
These magi are sometimes associated with the name “The Last Commission,” in reference to a legend that Bonisagus himself smiled upon Quendalon’s efforts, charging him with the task of making the power of the Faerie realm more accessible to all magi. For this reason, Quendalon’s followers occasionally Initiate magi from other Houses, particularly Bonisagus. Many of them are Seekers, and more than any other Merinitae they devote themselves to experimental research and exploring the frontiers of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Line of Quendalon Initiation: Animae Magic|21 (Major Virtue known to the Mystagogue)|+16|The Initiate must spend a season visiting a Faerie aura, studying its inhabitants, and taking detailed notes on their behavior and relationships (+3). Then she must find and befriend the faerie that is most appropriate to her highest Technique and Form (+1), taking the Faerie Friend Flaw (+3). To secure its lasting friendship, she must make a bargain with it, giving up a uniquely human quality that cannot be replaced, such as the color of her eyes, all memory of her parents, or her first-born child (+6). She also receives a Prohibition never to break her word, or she will suffer a faerie wasting sickness (+3).}}&lt;br /&gt;
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=== Folk Mysteries ===&lt;br /&gt;
The common people have collected a great deal of wisdom about faeries over the years, and Merinitae have adapted that folklore into a unique set of Mysteries. These explore faerie magic associated with charms (see above), including charms that focus spells on particular targets, charms that invoke archetypal events, and charms that harness the power of symbols and sympathetic magic in the lab.&lt;br /&gt;
&lt;br /&gt;
==== Charm Magic (Minor Folk Mystery) ====&lt;br /&gt;
This Inner Mystery allows a Merinita to incorporate charms into her spells, making them more potent through sympathetic magic. This requires that she first invent a spell that incorporates a specific charm; this can be done with spontaneous, formulaic, or ritual spells. She must decide how the charm applies to the target and include this in the spell description. For example, if the name “Darius” were integrated into a spell, she could use a “Darius” charm when casting it on a target named Darius. Likewise, a spell might involve “winter,” “an axe,” or something “red.”&lt;br /&gt;
&lt;br /&gt;
A single charm imparts a +2 bonus to the Casting Total of the spell. The maga may incorporate the charm specified by the spell into her actions whenever she casts it; she must either create the temporary charm at the time of casting or have the object associated with a permanent charm at hand. When casting spells with the charms described above, she might tell a story about a person called Darius, or draw a picture that depicts winter, or whittle a stick into the shape of an axe, or play a song that suggests the color red.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Mari Amwithig of Merinita has Initiated Charm Magic, and modified her spell Slay the Innocent (PeCo[An]30) to include an “enemy” charm. She spends three hours composing a poem about an enemy, inscribing it on a fine piece of tanned vellum, and succeeds at her Communication + Language roll against Ease Factor 9. Whenever she reads this poem from the scroll while casting her spell on one of her enemies, she receives a +2 bonus to her Casting Total.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A spell can also incorporate several charms at once: when she invents the spell, the maga specifies all the charms it involves, up to as many as her score in Faerie Magic. There are also several categories that can be used to describe charms. These help to explain in what way a charm applies to the target, and are noted next to the charm like so: “Darius” (character), “winter” (event), “axe” (item), “red” (aspect). The maga receives a +1 bonus to her Casting Total for each charm incorporated into the casting, and an additional +1 bonus for each category represented by these charms. For example, a spell designed to affect a “magus” (character) named “Darius” (character) in “winter” (event) would give the maga a +5 Casting Total bonus; +3 for three charms, and +2 for two different categories.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Casting Total Bonus|+1 for each charm, +1 for each category represented}}&lt;br /&gt;
&lt;br /&gt;
The maga can also use charms to improve the effectiveness of her Penetration using an Arcane Connection to the target. This increases her Penetration Multiplier by one for each category beyond the first represented by the spell, in addition to the normal +2 for a [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Arcane Connections|symbolic representation]]. A spell designed to affect “Darius” (character) in “winter” (event) would give the maga +3 to her Penetration Multiplier when cast with an Arcane Connection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Sympathetic Connection Bonus|+2, +1 for each category beyond the first}}&lt;br /&gt;
&lt;br /&gt;
When casting a spell associated with several charms, the maga can design a single charm that incorporates all of the different concepts at once. For example, instead of writing three different songs, one about a “magus,” another about “Darius,” and a third about “winter,” she can write a single song about “Darius the magus in winter.” However, each additional concept adds 3 to the Ease Factor for making a charm, so that the song “Darius the magus in winter” would require a Communication + Music roll against an Ease Factor of 12 to compose.&lt;br /&gt;
&lt;br /&gt;
Spells may be designed so that the target is itself the charm, if the effect produces an artistic or poetically satisfying result. This requires about ten minutes of preparation and an Intelligence + Finesse roll against an Ease Factor of 6 to succeed. For example, a spell intended to turn a person into a lion could play upon the fact that both the warrior and a lion are brave, and so the spell could be designed to incorporate a “brave” (aspect) charm. However, the charm would have no effect if the target were not particularly Brave.&lt;br /&gt;
&lt;br /&gt;
At the storyguide’s discretion, charms that are absurdly broad — such as “a person” (character) or “Mythic Europe” (place) — give no bonus. Charms that the storyguide thinks inappropriate to the situation at hand may also fail. Anyone might be an “enemy,” for example, and so it may be necessary for the player to adequately explain how the charm distinguishes the spell’s target from other possible targets in order to receive the bonus.&lt;br /&gt;
&lt;br /&gt;
A spell incorporating charms may be cast without the charms being at hand, or on a target that does not correspond to the charms. However, the bonuses only apply if the maga has the charms and the target is appropriate.&lt;br /&gt;
&lt;br /&gt;
Instead of increasing her spell mastery abilities, a maga may devote mastery experience to associate additional charms with her formulaic spells. For each charm, this costs her 1 experience point per magnitude of the spell being modified. Any of the charms associated with a spell may be used when casting that spell, though the total number of charms incorporated into a spell’s casting can never exceed her score in Faerie Magic.&lt;br /&gt;
&lt;br /&gt;
===== Charm Categories =====&lt;br /&gt;
* &#039;&#039;&#039;Adage:&#039;&#039;&#039; “There is truth in wine,” “Power corrupts,” or “Out of sight, out of mind.”&lt;br /&gt;
* &#039;&#039;&#039;Aspect:&#039;&#039;&#039; A particular quality of the target, such as small, drunk, lazy, or rough.&lt;br /&gt;
* &#039;&#039;&#039;Character:&#039;&#039;&#039; The target’s name, occupation, title, bloodline, nickname, age, or birthmark.&lt;br /&gt;
* &#039;&#039;&#039;Event:&#039;&#039;&#039; What the target is doing: a chase, seeking justice, in love, a rescue, or a quest.&lt;br /&gt;
* &#039;&#039;&#039;Item:&#039;&#039;&#039; The target’s shape or material, or an object strongly associated with the target.&lt;br /&gt;
* &#039;&#039;&#039;Place:&#039;&#039;&#039; The location of the target: a forest, mountain, covenant, village, or ship.&lt;br /&gt;
&lt;br /&gt;
==== Story Magic (Major Folk Mystery) ====&lt;br /&gt;
Folk magicians know that things must always happen a certain way in a medieval story, and believe that they themselves are taking part in an unfolding story. This Mystery allows the maga to influence the story of her own life, by using a kind of folk magic that alters the course of events by inspiring particular circumstances, as they should happen in a medieval story. She brings about conditions that match the way that things would be in a myth or legend, just as faeries come into being according to popular beliefs and stories.&lt;br /&gt;
&lt;br /&gt;
Story Magic requires that the maga first design a &#039;&#039;&#039;story charm&#039;&#039;&#039;. This is a special kind of charm that cannot be designed spontaneously, as it draws upon a unique quality of an event. For example, to make a “magus” story charm, she might need a connection to a particularly impressive magus. Perhaps to create a “winter” story charm, she would need to remember lying in a snowbank on the coldest night of the year. An “axe” story charm might require an especially fine axe, once used to chop down an entire forest. Finding an appropriate object to associate with a story charm might be part of a special quest, like locating a compatible animal for a familiar. Without this legendary frame of reference, a maga cannot make an effective story charm.&lt;br /&gt;
&lt;br /&gt;
Once inspired, the maga prepares the charm as normal: she obtains an appropriate object to hold the charm and spends several hours designing it. Then she rolls the associated Characteristic + Ability against an Ease Factor of 9. Like Charm Magic charms, the charm should be given a descriptive term associated with a category (adage, aspect, etc.) to which the story event applies. After enduring a memorable siege, for example, she might make a “castle” (place), “battle” (event), or “haste makes waste” (adage) charm.&lt;br /&gt;
&lt;br /&gt;
A story charm may be used at any time, though it is most appropriate when the character is on an adventure of some sort. Activating it requires the maga to spend a Confidence Point. Afterward, the idea of the charm manifests at some point during the session: an event takes place, an object turns up, another character is affected, or a theme is emphasized, usually to the maga’s benefit. The player may give suggestions for what she wants to happen, but the storyguide determines the actual results, somehow incorporating the concept of the charm into the narrative. This story element is entirely at the storyguide’s discretion; it must come into play, but does not necessarily come about as the player expects, and it is even possible for the effect to escape her notice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: After Initiating Story Magic, Mari Amwithig manages to trick a faerie lord out of his birthright, and she represents this experience with a silver crown. She writes a poem about her cleverness, choosing a “shrewd” (aspect) charm, and beats an Ease Factor of 9 on her Communication + Language roll: the crown becomes a story charm. Later, before entering a faerie market, she puts on the crown and spends a Confidence Point, quietly reciting her poem to herself. Because of this, the storyguide rules that she bargains particularly well, and shrewdly trades a cask of wine for a goblin servant who will obey her for a year and a day, or until she asks it a question it cannot answer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Generally, a story charm should be applicable to the current situation, manifesting as a clue to a mystery, or an ally with a useful bit of aid. Perhaps it could be represented as a temporary bonus to certain rolls. It is not miraculous or even very powerful, but should make the player feel as if she has some additional control over the direction of the scene. Think of it like a Minor Story Flaw that applies to the adventure as a whole, which the maga can take advantage of if she watches for it. If a clear mechanical benefit is needed, assume the character has a +3 bonus on all rolls associated with the charm for the entire scene.&lt;br /&gt;
&lt;br /&gt;
The maga may also substitute story charms for charms in Charm Magic spells. In this way, story charms are like “wild cards” for their particular charm category. A story charm can be used in place of any charm from its same category: a maga could substitute a “guide” (character) story charm for a “magus” (character) or a “Darius” (character) charm when casting a spell that incorporates one of those charms, since they all affect characters. This still costs the maga a Confidence Point to activate the charm.&lt;br /&gt;
&lt;br /&gt;
==== Symbolic Magic (Major Folk Mystery) ====&lt;br /&gt;
Symbolic Magic encompasses several laboratory activities associated with charms and the symbols used in sympathetic magic.&lt;br /&gt;
&lt;br /&gt;
A maga with Symbolic Magic may use charms when designing invested devices, up to as many charms as her score in Faerie Magic, adding double the charm and category bonuses to her Lab Total instead of her Casting Total. If used with an Arcane Connection, this also increases the Penetration Multiplier for the device, which is only useful if some levels are set aside for Penetration. As the charms are built into the effect at creation, the effect cannot affect a target that is not covered by the charms, unlike a spell using charms, which merely loses the bonus. The trigger action must also incorporate these charms, so the effect cannot have an environmental or linked trigger, though the maga may still restrict who can use the device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Mari Amwithig’s parens builds her an enchanted flute with several invested effects using Symbolic Magic. One of them is an effect that allows her to speak with animals (InAn20). This incorporates three charms: “this animal can fly” (aspect), “dark” (aspect), and “one hears only what one wants to hear” (adage), which gives him a +10 bonus to his Lab Total (three charms and two different categories, doubled). This limits the effect to dark animals that can fly, and neither she nor the animal will hear something they do not wish to hear. If she has an Arcane Connection to the animal, she receives a +3 bonus to her Penetration Multiplier. To activate the flute, she must play a song about flying, darkness, and hearing what one wants to hear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A maga with this Virtue can also add charm bonuses to her talisman. Like attuning it to an effect associated with its shape or material, the maga can modify her talisman to act as a charm in particular circumstances, increasing her Casting Total whenever those circumstances apply, as with Charm Magic. A talisman may be attuned to as many charms as she likes, but only one charm may be attuned each season, and no more charms than her score in Faerie Magic may be incorporated into a single effect.&lt;br /&gt;
&lt;br /&gt;
A maga with Symbolic Magic may design permanent charms that other characters may use, creating symbolic representations or integrating the effects of Arcadian Travel or Story Magic into objects that characters without those Mysteries can carry. The wielder activates the charm instead of the maga who designed it, and so must spend the necessary Confidence Point, or concentrate upon the trod’s destination, when the charm is used.&lt;br /&gt;
&lt;br /&gt;
Finally, the maga gains the ability to design ritual spells that use a new Symbol Range, Duration, and Target, described below. Each ritual requires that she make a symbolic representation that identifies the target through at least three different charms (this requires Faerie Magic 3 and a Characteristic + Ability roll against an Ease Factor of 12 to design the symbol). For example, a portrait designed to affect the Faerie Queen of Irencillia at Symbol Range might include a “queen” (character) charm, a “winter” (event) charm, and a “faerie” (character) charm. To use Symbol Range, Duration, and Target together in one spell would require a total of nine charms (requiring Faerie Magic 9).&lt;br /&gt;
&lt;br /&gt;
If any of the charms do not apply when the ritual is cast, the spell fails; if any of the conditions associated with these charms cease to apply while the spell is still active, the effect ends immediately.&lt;br /&gt;
&lt;br /&gt;
Each use of a symbol requires a unique ritual spell. However, if the charms are described broadly enough, the same ritual can be used again in different &lt;br /&gt;
circumstances. For example, the ritual spell described above could affect a human queen with faerie blood when cast in winter, so long as new “queen,” “winter,” and “faerie” charms were fashioned to identify her.&lt;br /&gt;
&lt;br /&gt;
===== Symbol Range, Duration, &amp;amp; Target =====&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Range): You can affect something represented by a symbol as if you had an Arcane Connection to it, essentially allowing you to create an Arcane Connection to your target. This spell must be a ritual, but is otherwise equivalent to Arcane Connection range. If the symbol does not uniquely describe the target, the spell fails, since an Arcane Connection must be specific to a single target (unless cast with Target: Symbol).&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Duration): The effect lasts as long as the symbol does (and the symbol must be a physical object, so that a poem or song, for example, must be written down). If the symbol is broken, erased, falls apart, dies, or is otherwise damaged, the spell ends. If the target changes so that any of the qualities of the symbol no longer apply, the spell is interrupted, but the effects return once these qualities are true again — unlike the Until (Condition) Duration, this effect can outlive the caster. It is the same level as Year, and requires a ritual to cast.&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Target): You affect all targets represented by the symbol within range of the spell. It is calculated at the same level as Boundary, though it is essentially a large Group, and modifiers according to the size of the target apply. It must be cast as a ritual.&lt;br /&gt;
&lt;br /&gt;
==== Heirs to Merlin ====&lt;br /&gt;
At the inauguration of House Ex Miscellanea in 817, there was a great party of non-Hermetic wizards from the British Isles who accompanied Pralix to the Rhineland and participated in her welcoming ceremony as the thirteenth House. Among these were a Welsh seer named Emrys and his six-year-old son Ambrosius. Emrys had forseen that his son would die while still a child, but made a pact with the faeries of his homeland to trade his own life instead. He had long served as a magical advisor to a faerie court, and by order of the faerie king he was granted a stay of seven years and a day (the remaining time his son would have lived) to see to the boy’s future before taking his place in the Halls of the Dead.&lt;br /&gt;
&lt;br /&gt;
Emrys was interested in his son’s joining House Merinita: at the same Tribunal that Emrys swore the Oath, Quendalon announced his House’s new dedication to Faerie. The jewel-eyed Primus listened to the seer’s story, accepted his charge, and took the boy back with him to Irencillia. Emrys went with them, remaining long enough to see his son settled and formally adopted as Quendalon’s apprentice, before returning to Wales to face his end. It was said that afterward, those with Second Sight could sometimes see the spirit of Emrys watching over the boy during the summer months.&lt;br /&gt;
&lt;br /&gt;
Ambrosius of Merinita obviously had strong faerie heritage (his mother was a faerie enchantress, or so it was said) and had already demonstrated signs of potent supernatural abilities before Quendalon Initiated him into the secrets of Faerie Magic. As he grew, he began to demonstrate an instinctive knowledge of other Mysteries, magic associated with charms and symbols, and with fortune and fate. He had a remarkable affinity for making symbolic predictions, and wrote many of these on long scrolls in poetic couplets.&lt;br /&gt;
&lt;br /&gt;
He took apprentices of his own, and by his example they learned to perform similar feats of prophecy, though each of them used a different medium. One of his followers carried a set of carved stones with symbols on them, which he would throw and consult when casting his spells. Another was a musician, who would compose a different song for each charm. A third was interested in heraldry, and made charms based on colors and devices.&lt;br /&gt;
&lt;br /&gt;
This Hermetic lineage still survives as the “Heirs to Merlin,” for many claim that Ambrosius’s father was descended from the great wizard of old. Their followers often act as advisors to faerie courts — magi are not supposed to serve as court wizards to mundanes, as that is considered beneath their dignity, but there is no reason a magus cannot swear fealty to a faerie king or queen, so long as he does not invite their wrath upon the Order as a whole.&lt;br /&gt;
&lt;br /&gt;
The Heirs may Initiate Charm Magic or Story Magic, and typically learn Symbolic Magic later in life, usually after their masters retire and they take over their positions at court. Many of them have Faerie Blood and often develop Premonitions, Second Sight, or a Major Magical Focus with charms. Binding The Gift is also common. Intellego is by far their most popular Art. They often swear fealty to faerie lords or ladies when Initiating Faerie Magic, and their Initiatory Quests for the Inner Mysteries might involve serving their will, protecting their realms, or making war against their enemies.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Heirs to Merlin Initiation: Charm Magic|15 (Minor Virtue known to the Mystagogue)|+8|The Initiate must choose a particular kind of charm Ability and spend a year as an apprentice to a master of the art (+1). She must then design a charm for a faerie noble using very expensive materials (high quality wood, an exceptional instrument, a rich costume, or gold ink) (+1) that depicts a special symbolic quality of her patron (+3), first seeking out and obtaining a unique object of myth or legend to associate with the charm (+3), such as an artifact that once belonged to a famous magus or historical figure of old.}}&lt;br /&gt;
&lt;br /&gt;
=== Illusion Mysteries ===&lt;br /&gt;
These Mysteries deal with illusions and images, including aspects of the physical world that faeries can see but most humans cannot. These include unusual durations for Faerie Magic spells that can last nearly forever.&lt;br /&gt;
&lt;br /&gt;
==== Spell Timing (Minor Illusion Mystery) ====&lt;br /&gt;
This Mystery gives a maga access to several new Durations for her spells. Only those who have Initiated this Mystery may cast or invent spells and effects that use them.&lt;br /&gt;
&lt;br /&gt;
Three of these new durations allow the maga to cast a spell but keep it dormant, “holding” it for a specified length of time. The effect and its Penetration are evaluated when it is released, as if she had just cast the spell. If the parameters are no longer applicable (the target has moved out of range, for example, or dramatically changed size), the spell has no effect.&lt;br /&gt;
* &#039;&#039;&#039;Held&#039;&#039;&#039; (Duration): This duration is the same level as Concentration. The maga may cast the spell as normal, but the effect is delayed for as long as she concentrates. When she releases it, treat it as if cast with Momentary duration.&lt;br /&gt;
* &#039;&#039;&#039;Midday/Midnight&#039;&#039;&#039; (Duration): This duration is equivalent to Sun, but does not manifest until dawn, dusk, noon, or midnight. It then lasts until the next dawn, dusk, noon, or midnight. For example, a spell cast just after dawn would not manifest until noon, and would then last until dusk.&lt;br /&gt;
* &#039;&#039;&#039;Season&#039;&#039;&#039; (Duration): This duration is held until the start of the next equinox or solstice, and lasts only until the following equinox or solstice. It is the same level as Moon, but requires a ritual spell like Year.&lt;br /&gt;
&lt;br /&gt;
Three other durations have conditions that must be built into the spell when it is designed, similar to the Until (Condition) Duration.&lt;br /&gt;
* &#039;&#039;&#039;While (Condition)&#039;&#039;&#039; (Duration): The target must perform some activity, such as a musical performance or reading a book, or fulfill some common and temporary physical condition, such as sleeping or being drunk. As long as that condition lasts, the spell remains in effect. This is the same level as Concentration.&lt;br /&gt;
* &#039;&#039;&#039;Not (Condition)&#039;&#039;&#039; (Duration): The spell lasts for as long as the target does not fulfill some common physical condition, such as sleeping or speaking. It is equivalent in level to Sun duration, but cannot last longer than a month.&lt;br /&gt;
* &#039;&#039;&#039;If (Condition)&#039;&#039;&#039; (Duration): This effect triggers if the target fulfills a specific condition. It has an additional Duration, which determines how long the triggered spell lasts after it takes effect. To determine the level, add four magnitudes to the level calculated based on the Duration that the spell has when it takes effect, and it must be cast as a ritual spell. The spell expires without triggering if the caster passes into Twilight (even temporarily), if the caster dies, or if a year passes.&lt;br /&gt;
&lt;br /&gt;
In addition, this Mystery allows the Merinita’s spells to have &#039;&#039;&#039;recurring&#039;&#039;&#039; effects. Such spells are designed so that from their casting onward, they always trigger in response to an environmental or physical condition, increasing its level as described on the chart below. A recurring spell must be cast as a ritual, and effects that require a ritual because of their unusual effects or non-Hermetic origins (not because of their level or spell parameters) cannot recur. For example, a ritual with Year duration can be made to recur, but a lasting effect like &#039;&#039;Chirurgeon’s Healing Touch&#039;&#039; (CrCo20) or a unique effect like Breath of the &#039;&#039;Open Sky&#039;&#039; (ReAu40) cannot.&lt;br /&gt;
&lt;br /&gt;
Recurring spells may be given triggers, using the special (Condition) durations above. The cost for making them recur is based on how often they can be activated; if a daily-recurring effect is activated twice in one day, the second trigger has no effect. Also, spells cannot stack; when a spell recurs, it cancels before starting again. This is not a noticeable interruption; as with an enchanted device, the transition usually appears constant.&lt;br /&gt;
&lt;br /&gt;
===== Recurring Spells =====&lt;br /&gt;
Use the frequency that most closely matches how often the spell recurs, rounding up to the next greater magnitude. For example, a spell that recurs every ten minutes adds five magnitudes. Spells cannot recur more often than once per minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Frequency !! Magnitude&lt;br /&gt;
|-&lt;br /&gt;
| Minute || +5&lt;br /&gt;
|-&lt;br /&gt;
| Day || +4&lt;br /&gt;
|-&lt;br /&gt;
| Month || +3&lt;br /&gt;
|-&lt;br /&gt;
| Year || +2&lt;br /&gt;
|-&lt;br /&gt;
| Decade || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Glamour (Major Illusion Mystery) ====&lt;br /&gt;
Glamours are illusions with a significant amount of reality. They are Muto or Creo Imaginem spells that only magi with this Virtue may invent or cast.&lt;br /&gt;
&lt;br /&gt;
A glamour seems to have all the properties of an actual thing of the same type, including substance. Thus, a glamour bridge can support weight, a glamour fire can ignite parchment, and glamour wine can quench thirst. They are essentially real for the spell’s duration, which means that they can have lasting effects on their environment.&lt;br /&gt;
&lt;br /&gt;
Since glamours are more “solid” than other illusions, they are resisted by the Parma Magica and other forms of Magic Resistance, unlike the images produced by other Imaginem spells. This is because glamour does not simply make the target emit changed species, it actually magically modifies the species themselves. They are, however, still species, and are only affected by the Imaginem form; a glamour of a stone is not affected by Terram, but can be destroyed by Perdo Imaginem. Glamours are also illusions, and characters with Second Sight can see through them if they look carefully. Knowing that something is a glamour does not protect the character against it, though; after all, a fire glamour is still a fire and burns those who touch it whether they can see through it or not.&lt;br /&gt;
&lt;br /&gt;
Merinitae always gain the Vulnerable Magic Flaw when they Initiate this Mystery. Because of this, many believe that people cannot be killed by glamours, since each one has a particular vulnerability that can undo its effects. It is said that when killed by a glamour from a maga vulnerable to iron, for example, a person touched with an iron nail might return to life. Some think this might be because a faerie that resembles him comes to take his place, or because his body comes to be possessed by a faerie spirit, and some think it means that the ghosts of people killed by glamours remain in Arcadia until they truly die.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ball of Abysmal Music|MuIm 20|This spell targets a formulaic Ignem spell while it is being cast, changing it so that instead of creating fire, heat, or light, it produces a harmless burst of color and sound. This was reputedly Pendule’s favorite spell, and he taught it to all of his Merinita followers after Initiating them into the Inner Mystery of Glamour. Note that since the spell must be fast-cast, it cannot be cast formulaically unless it has been mastered for that purpose.|Base 10, +2 Voice}}&lt;br /&gt;
&lt;br /&gt;
===== Glamour Guidelines =====&lt;br /&gt;
Particularly intricate glamours, such as those that mimic a recognizable subject, or those with complex sensory components such as clear words or moving parts, add an additional magnitude to the spell. To produce a glamour that can move or act under the caster’s mental direction adds two magnitudes.&lt;br /&gt;
&lt;br /&gt;
Changing an animate target (something that can move under its own power) into an inanimate object is also more difficult, and requires two additional magnitudes. Over time, however, the target begins to regain its mobility unless the caster regularly concentrates on the effect. For example, a person may be changed into a tree, but if ignored for a few days that tree may begin to move and resemble a person, as its essential nature begins to reassert itself over the glamour.&lt;br /&gt;
&lt;br /&gt;
The final form of a target changed into glamour will usually have recognizable properties in common with its true shape. For example, a person transformed into an animal might be extremely expressive and possibly retain other human qualities such as the ability to speak or walk upright. Size modifiers also apply to the spell level if there is a significant difference between the original shape and the new shape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Imaginem&amp;lt;/u&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a glamour.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Imaginem&amp;lt;/u&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change a target into glamour. (Requisite of the Form of the target required.)&lt;br /&gt;
&lt;br /&gt;
===== Spell Glamours =====&lt;br /&gt;
A curious application of Glamour has developed among the Merinita branch of the Followers of Pendule, inspired by the stories of their namesake. Instead of using metamagic to change spells into other spells, they use glamours to change spells into other spells. These spell glamours must conform to the guidelines for Muto Vim, in that they cannot affect spontaneous magic, must target a spell cast by another, must be fast-cast, and must penetrate the spell’s Penetration Total. They must also specify the Form of the affected spell, as well as the type of magic (Hermetic, Faerie Magic, hedge tradition, etc.).&lt;br /&gt;
&lt;br /&gt;
Spell glamours are excellent for countermagic, but when used deliberately on an unsuspecting magus, they are considered to deprive him of his magical power, and magi whose pranks have destructive effects could find themselves taken to Tribunal on this charge. Pendule’s followers are loathed by most magi of House Flambeau, and may also find themselves embroiled in Wizard’s Wars with them as a matter of principle.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|Ball of Abysmal Music|MuIm 20&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Mom, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind&amp;lt;br/&amp;gt;Req: Vim|This spell targets a formulaic Ignem spell while it is being cast, changing it so that instead of creating fire, heat, or light, it produces a harmless burst of color and sound. This was reputedly Pendule’s favorite spell, and he taught it to all of his Merinita followers after Initiating them into the Inner Mystery of Glamour. Note that since the spell must be fast-cast, it cannot be cast formulaically unless it has been mastered for that purpose.|Base 10, +2 Voice}}&lt;br /&gt;
&lt;br /&gt;
==== Perpetuity (Major Illusion Mystery) ====&lt;br /&gt;
This Mystery gives access to three spell durations that can potentially last forever. All three are the same level as Year, and always require a ritual to cast.&lt;br /&gt;
* &#039;&#039;&#039;Might&#039;&#039;&#039; (Duration): Either the target or the caster must have Faerie or Magic Might, and must be alive; the spell fails if this condition is not met, including by passing into Wizard’s Twilight, Arcadia, or some other otherworldly state.&lt;br /&gt;
* &#039;&#039;&#039;Aura&#039;&#039;&#039; (Duration): The spell lasts for as long as the target remains within a supernatural aura. If the target leaves the aura or the physical world entirely (dies, goes into Twilight, or goes to Arcadia, for example) the spell ends. This does allow moving from one aura to another, so long as the two auras overlap — as long as the target never leaves a supernatural aura of some kind.&lt;br /&gt;
* &#039;&#039;&#039;Hidden&#039;&#039;&#039; (Duration): The spell lasts as long as the caster or target (or a significant part of the caster or target) is hidden — buried in the earth, placed inside a box, covered with a curtain or disguised by a costume — anything, even another spell, so long as the effect with the Hidden duration does not itself hide the target. If anyone other than the caster discovers it, the spell ends immediately.&lt;br /&gt;
&lt;br /&gt;
Merinitae who learn Perpetuity usually gain the Unnatural Magic Flaw during their Initiation.&lt;br /&gt;
&lt;br /&gt;
==== Mystery cult: The Followers of Pendule ====&lt;br /&gt;
Pendule is regarded as something of a legend within the Order; no one knows how much of his tale is true and how much is fanciful. According to the stories, the Provencal wizard was discovered by Flambeau and refused when given the choice to “join or die.” He was powerful enough to evade the fiery Founder and his followers who sought to destroy him, and many comedic tales depicting Pendule as a trickster defeating the mighty and blustery Flambeau with wit and illusions have become part of Hermetic lore.&lt;br /&gt;
&lt;br /&gt;
Eventually, it seems, Pendule tired of these games and adopted four Hermetic magi as his followers. No one knows exactly why he did this; perhaps he simply wanted to share his secrets with others before he died, or perhaps he desired to learn Hermetic magic theory from them. Two of these followers were from House Merinita, and having Initiated Faerie Magic from Quendalon they were able to master the illusion Mysteries Pendule taught — the others could not comprehend them. Afterwards, these Merinitae continued to teach the secrets to their followers as part of a special House lineage.&lt;br /&gt;
&lt;br /&gt;
Pendule’s magic was very sensual and personal, and he especially believed in the use of color and sound in his spells. He expected magic to transform the wielder, rather than yield submissively to him, and while he was oddly sensitive to the passage of time, he seemed to have great diffi culty with standard Hermetic  durations, preferring spells that relied upon strange conditions or that triggered after being cast. He also practiced other Mysteries which his Merinita followers did not master, and other lineages dedicated to his magic still exist in other Houses and cults within (and perhaps without) the Order.&lt;br /&gt;
&lt;br /&gt;
Followers of Pendule usually Initiate Spell Timing and Glamour from their masters. Imaginem is almost always their primary Art. A common weakness in the lineage is iron — both of the Merinitae who studied Pendule’s secrets were especially susceptible to it — and Pendule Merinitae often learn Spell Improvisation or a Major Magical Focus in counterspells.&lt;br /&gt;
&lt;br /&gt;
Pendule quietly succumbed to death in 854, but not before imparting one last magical secret to each of his followers. To maintain this tradition, the Inner Mystery of Perpetuity is usually kept from a maga until her master is dying, Initiated as a final lesson from teacher to student.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Followers of Pendule Initiation: Spell Timing|15 (Minor Virtue known to the Mystagogue)|+12|The Initiate undergoes a ceremony wherein she must go an entire day and night without sleeping, casting a non-Fatiguing Imaginem spell every round to count how many individual moments pass (+3). After this rite she gains three Minor Flaws to represent how her magic becomes more illusionary, and her way of thinking about time becomes more rigid: Harmless Magic (+3), Poor Memory (faces) (+3), and Social Handicap (+3). Because of this Ordeal, the Initiate is said to begin to more closely resemble Pendule, and many of his followers adopt wild, multicolored clothing, dye their hair, or radically alter their physical appearance soon after their Initiation.}}&lt;br /&gt;
&lt;br /&gt;
== Story Seeds ==&lt;br /&gt;
=== History Seeds ===&lt;br /&gt;
* If Merinita is still alive, perhaps her familiar also lives. A group of hunters tells a story of a magnificent stag they could not fell in a nearby forest, and this might lead to an investigation, perhaps to track down the Founder by following the cords that bind her to the great beast.&lt;br /&gt;
* Some say Quendalon went mad and tore out his eyes before disappearing, but that these precious stones were lost. They were invested with great magic, but also cursed to slowly transform the possessor into a faerie over time. Perhaps a companion purchases one of these gems from a jeweler who is anxious to be rid of it.&lt;br /&gt;
* The grogs find a serpent hiding in one of the covenant buildings, but they cannot kill it. Hermetic investigation reveals that it has great power, but does not have any Might. Its thoughts make no sense but it burns with vengeance. Those who know the history of House Merinita might wonder: could this be Myanar?&lt;br /&gt;
&lt;br /&gt;
=== Society Story Seeds ===&lt;br /&gt;
* On a particular day of the year, the entrance to a faerie regio becomes a trod leading directly to Arcadia, as the characters happen to discover, though they do not recognize the difference at first. They soon discover that in this part of Faerie, all of their custos can work magic, but that the magi have temporarily lost their powers.&lt;br /&gt;
* The characters discover a young woman in an underground cavern, undisturbed for centuries, who appears to be asleep. Her finger has been pricked with a pin, which is lying nearby and marked with the symbol of the goddess Juno. Players might recognize this variation on the “Sleeping Beauty” myth, and thus figure out how to wake the girl.&lt;br /&gt;
* A Merinita archmagus resents the attention given to Roman deities by the Order, and seeks instead to revive the Norse gods of war and destruction worshiped by his ancestors. Is this something with which the characters should interfere? How can they stop one pantheon from regaining strength, while encouraging another?&lt;br /&gt;
&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita&amp;diff=20022</id>
		<title>Houses of Hermes: Mystery Cults Chapter Four: House Merinita</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita&amp;diff=20022"/>
		<updated>2024-11-23T16:51:32Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: &lt;/p&gt;
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&lt;div&gt;{{InWorldCitation|When we admire nature, in fact we appreciate how her beauty resembles that of humanity. We admire a fine, healthy tree as we admire a stout yeoman of the forest; we see a face in the clouds and marvel at his moods. We see the nature of the world in human terms, and the Fair Folk are merely these fancies given form — the tree becomes the man, the cloud becomes the face — and to admire them is to admire the essential truth that is the foundation of their being. No, I have not abandoned nature: I simply visit her now through intermediaries.|Quendalon, first Primus of House Merinita}}&lt;br /&gt;
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{{InWorldCitation|Kill the traitor! Kill the imposter! Kill the changeling!|Myanar, former Prima of House Merinita}}&lt;br /&gt;
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Provocative, playful, secretive, sinister: like the beings with which they associate, House Merinita defies concise description. As no two faeries are exactly alike, no two members of the House are exactly the same. They learn magic to study and serve the fae, or placate and protect them, or perhaps command and coerce them. There is no unity in the association of these magi; they are a collection of individuals with a shared Hermetic history, little hierarchy or structure, and nothing but their wild assortment of Mysteries in common.&lt;br /&gt;
&lt;br /&gt;
These magi essentially serve two masters: the Magic and Faerie realms. They have The Gift and they practice Hermetic magic; yet they are drawn to the faeries, and appreciate their unpredictable and inspirational nature. Merinita magi thus maintain a delicate balance between this raw power of the wild unleashed, and the subtle charms and jinxes of Arcadian wonder. These are the secrets of the many cults that make up their House: theirs are the Mysteries of magic and faerie combined.&lt;br /&gt;
&lt;br /&gt;
The House is named for Merinita, the woman who swore the Hermetic Oath to Bonisagus and joined the Founders when they first assembled, but many consider her follower Quendalon to be the true force behind its identity, and some erroneously refer to him as one of the original Founders. Most “Merinitae” are not given to keeping meaningful records or histories, but they do famously appreciate stories, and some that concern the Founder and the history of the House are still told among magi who have an interest, by those who claim to have them from others who were there. One with great currency reports that Quendalon normally wore a heavy cloak with a hood that covered his eyes, and many Merinitae affect this garb on occasion.&lt;br /&gt;
&lt;br /&gt;
== Key Facts ==&lt;br /&gt;
* &#039;&#039;&#039;Population:&#039;&#039;&#039; 68&lt;br /&gt;
* &#039;&#039;&#039;Primus:&#039;&#039;&#039; [[Guardians of the Forest Chapter Ten: Bohemia#Handri, Primus of House Merinita|Handri]], a secretive man who shares his plans only with his most trusted advisers&lt;br /&gt;
* &#039;&#039;&#039;Domus Magna:&#039;&#039;&#039; [[Guardians of the Forest Chapter Ten: Bohemia#Irencillia|Irencillia]], in the Rhine Tribunal&lt;br /&gt;
* &#039;&#039;&#039;Favored Tribunals:&#039;&#039;&#039; The Rhine and Hibernia&lt;br /&gt;
* &#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Natura veritas unica&#039;&#039; (“nature is the only truth”) — most Merinitae interpret this as concerning the essential natures of things, rather than nature as a place or state.&lt;br /&gt;
* &#039;&#039;&#039;Symbol:&#039;&#039;&#039; Merinita’s sigil, an oak tree within a circle&lt;br /&gt;
&lt;br /&gt;
=== Famous Figures ===&lt;br /&gt;
* &#039;&#039;&#039;Merinita:&#039;&#039;&#039; Founder, introduced the enchantment that binds a familiar&lt;br /&gt;
* &#039;&#039;&#039;Quendalon:&#039;&#039;&#039; first Primus, discovered the faerie Mysteries&lt;br /&gt;
* &#039;&#039;&#039;Myanar:&#039;&#039;&#039; second Primus, disgraced, her line exiled&lt;br /&gt;
* &#039;&#039;&#039;Alsia:&#039;&#039;&#039; invented the ritual for temporary familiars&lt;br /&gt;
* &#039;&#039;&#039;Ambrosius:&#039;&#039;&#039; brought folk Mysteries to the House&lt;br /&gt;
* &#039;&#039;&#039;Pendule:&#039;&#039;&#039; helped his followers develop the illusion Mysteries&lt;br /&gt;
* &#039;&#039;&#039;Farrago:&#039;&#039;&#039; discovered three additional familiar cords&lt;br /&gt;
* &#039;&#039;&#039;Mendalus:&#039;&#039;&#039; argued for a return to Merinita’s ways&lt;br /&gt;
* &#039;&#039;&#039;Merinugalaudabila:&#039;&#039;&#039; renewed House interest in certamen&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Before the Order of Hermes was formed, Merinita was already well known, at least by reputation. It was said among other wizards of the time that a white-haired woman dressed in green traveled alone through the wild lands of Europe, often vanishing into the great forests without a trace of her passing, a woman without equal in nature magic. She could see everything that happened in these places, she knew every bird and beast that lived in them, she could take any shape she chose, and she could command the spirits of the very trees themselves. Yet she was not savage, according to those who had met her, but wise; a woods-woman and healer at home in the forest and perfectly attuned to the wild. She was also intensely shy, and said to only speak when absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Trianoma devoted an entire year to searching for Merinita, to invite her to come with her to meet Bonisagus and to join the Order of Hermes. Many times she approached one of the dark forests where Merinita was rumored to dwell and called out her proposal to the shadows of the trees, but never received an answer. Yet in 767, as the Founders gathered to discuss Trianoma’s vision, Merinita emerged from the forest and quietly joined their circle. Her reasons for joining were never clear; her followers say that she herself did not know why, but felt compelled by a will greater than her own, as if the forest itself required it of her.&lt;br /&gt;
&lt;br /&gt;
Merinita’s oath to the fledgling Order was binding, and she timidly went to Bonisagus to teach him some of her powers in return for his Parma Magica. According to the few surviving accounts, this was a tedious process, for though Merinita obviously knew a great deal, especially about healing and nurturing plants and living creatures, there was little that she could find to teach Bonisagus, either because she was unable to communicate her mystic understanding, because he had already adapted the ancient healing rituals she practiced into Magic Theory, or because she was unwilling to share all of her secrets.&lt;br /&gt;
&lt;br /&gt;
She eventually demonstrated the ability to join her mind, body, and spirit with an animal, and this was integrated into Hermetic teaching as the enchantment that binds a maga to her familiar. The first ever such creature was a great stag, summoned to Durenmar by Merinita. This beast, the maga tersely explained, was her kindred spirit, whose thoughts and feelings she shared. Magical cords bound him to her and her to him, and joined their hearts and minds as surely as if they were one person. She identified three cords that created this bond, though she indicated that there could be others.&lt;br /&gt;
&lt;br /&gt;
After the Founding, Merinita did not immediately seek out followers as other Founders did. She became very close to Birna, the Founder of House Bjornaer, for the two of them shared similar philosophies. Where Birna had a deep, spiritual connection to the wild through her heartbeast, Merinita had a comparable relationship with nature through her familiar. Together they adapted rites from many ancient wilderness cults, creating the Initiation ceremonies that Birna and Merinita used to teach others their secrets.&lt;br /&gt;
&lt;br /&gt;
As word of the new Order spread throughout Mythic Europe, many would-be wizards traveled to the Rhine from distant lands in search of the lady in green, to study her Mysteries and learn from her wisdom. She eventually accepted these disciples as her followers, and taught them what she could of Hermetic magic. She encouraged them to spread out and settle in many different parts of the world, and she often traveled among them, guiding and nurturing them as she had once done for the forests. In time, however, the duration and frequency of these visits dwindled.&lt;br /&gt;
&lt;br /&gt;
Then, sometime before the ninth century, Merinita simply disappeared. Her followers had expected to see her at the Grand Tribunal in 799, but she never arrived and left no word, and it was only later that some of them recalled her having spoken about being on the verge of a discovery, what she called “the mystery of the eternal spirit of the wild.” She was last seen 14 years previously near Bohemia, and many guessed that she had gone south into Hungary or east into Poland, though others speculated that she had lost herself in one of the many great forests in the area.&lt;br /&gt;
&lt;br /&gt;
In her absence, the House was to be guided by her eldest follower, a magus named Quendalon (Cuin-dallán, “little blind sovereign”), one of the first who had sought out the Founder to become her disciple. He was originally from the Ulster region of Ireland and had been raised among the fae, and believed that his Hermetic magic could be dramatically improved with their gifts. He had spoken with the Founder about this, and after the Grand Tribunal, he declared his intention to visit the faeries that lived in a certain forest in Bohemia. He announced that until he returned, Merinita’s next-eldest follower, Myanar, would be Prima.&lt;br /&gt;
&lt;br /&gt;
Myanar took up governance of the House from her own covenant, also in Bohemia, at the site of Merinita’s first home. Several other magi joined her there, including three hunter-priestesses of Artemis who had traveled from Asia Minor to join the House, and a Roman master of shape-changing. Myanar herself came from Bulgaria, and was descended from a mythic lineage known as the Line of Muj; one of her ancestors had made a pact with a magical guardian spirit of the Balkans, which blessed him and his children with supernaturally great strength and power over storms.&lt;br /&gt;
&lt;br /&gt;
=== The House Divided ===&lt;br /&gt;
What happened then is very difficult to piece together, as the next few years included some of the strangest events in Hermetic history, filled with terrifying violence and upheaval uncharacteristic of the House. What few details survive from firsthand accounts are contradictory and garbled, and even the dates are confusing and do not always make sense. Yet as far as can be determined by those who have carefully studied the House Divided (as Merinitae have come to call it), the sequence of events proceeded as follows.&lt;br /&gt;
&lt;br /&gt;
Two years after Myanar became Prima, a stranger arrived at her covenant, announcing that he was Quendalon and had returned to resume control of the House. He did resemble the former magus, but he was obviously not human, having two bright rubies instead of eyes. Myanar questioned him about his supposed transformation; he claimed that he had become a faerie in Arcadia, trading his useless human eyes for faerie sight. He also said he had uncovered deep mysteries on his long journey that would revolutionize the Order of Hermes. This knowledge required him, he said, to guide House Merinita in an exciting new direction.&lt;br /&gt;
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To Myanar, it seemed that this faerie being was an imposter, a changeling who had replaced Quendalon and sought to take over the House, and she refused to comply. This angered him, and he warned that she would suffer dire consequences if she did not obey him. Their conflict escalated into a magical battle, but Myanar was unable to prevent him from escaping. According to letters that Quendalon wrote afterward, Myanar opposed him on ideological grounds, recognizing him full well and swearing that “she would not allow him to deform the House with his distorted visions of the future.” Yet Myanar told her followers that the false Quendalon had bragged about having found and killed Merinita, and had threatened to kill all of them if they did not accept him as hierophant of their cult.&lt;br /&gt;
&lt;br /&gt;
War broke out between the two factions. The faerie Quendalon traveled throughout the region, gathering support from Merinitae and others against Myanar and her followers. Most of them were curious about his new powers and anxious to learn what he had to teach, and so pledged to accept his leadership. He established a covenant called Irencillia near the faerie forest he had entered, and Myanar led a hasty strike against them. Her force was routed, and it appears that she was slain during the battle. Supposedly, those of her force that remained surrendered to Quendalon in 802. He cast them out of the House, but they were later accepted into House Bjornaer. All this was reported at the Grand Tribunal of 817; Quendalon came with two of his followers who supported his story, and while many questioned him, no one contested his description of events.&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest that the war was not so easily won. Some of Myanar’s followers later claimed that Myanar did not die, but rather was transformed into a snake during the first assault, and that in that form she led other attacks on Irencillia in 804 and 806. Some say that faeries participated in the defense of the covenant. It is also said that Myanar was distantly related to Tytalus the Founder, who came to Bohemia in 807 with the public intention of challenging the Queen of the Faeries, and who disappeared into the Maddenhofen Woods that same year. Some speculate that Myanar sought him out and asked for his aid against Quendalon — they reason that his presence in the turbulent region could hardly be a coincidence — and that she went with him into the forest to confront the false Primus and the faeries behind his bid for power.&lt;br /&gt;
&lt;br /&gt;
Quendalon caused great ill-will between Houses Merinita and Tytalus at the 817 Tribunal by laughing loudly during their account of their Founder’s disappearance. He later explained that he was not mocking Tytalus’s ambitious attempt to defeat “the Queen,” but found it amusing that his followers would perceive his end as tragic. He gave them the impression that he knew more than he was saying, but would not speak of it further. Since then, House Merinita and House Tytalus have often been at odds, their poor relationship aggravated by the possibility that Quendalon might have known what happened to their Founder, or even been somehow responsible for their loss.&lt;br /&gt;
&lt;br /&gt;
==== The Line of Muj ====&lt;br /&gt;
Before Quendalon introduced Faerie Magic to the House, Myanar and her followers focused entirely on Merinita’s Mysteries of nature and life, and many of these secrets came easily to Myanar, for she had a special affinity for nature through her family’s ancient tradition. Other magi descended from this ancestral Line of Muj still live in the Transylvanian Tribunal, and belong to House Tremere. To represent their hereditary magical powers and background, such characters should choose Close Family Ties, Affinity with Auram, Great Strength, and Mountain Lore &#039;&#039;&#039;&#039;&#039;(see Nature Mysteries, below)&#039;&#039;&#039;&#039;&#039; during character creation.&lt;br /&gt;
&lt;br /&gt;
A rivalry has developed between a group of these Tremere and a nomadic family of Merinitae, led by a Novgorod maga named Merinugalaudabila. She takes great delight in certamen as a sport, and especially enjoys variations on “the game,” as she calls it. Because of her efforts, interest in magical competition is growing within the House, and a few of her followers have developed the magical focus in certamen that is typically only found in Tremere’s lineage. Together they have invented two unusual dueling styles &#039;&#039;&#039;&#039;&#039;(see House Tremere, Houses of Hermes: True Lineages, for details)&#039;&#039;&#039;&#039;&#039;. These were designed mostly to embarrass the staid Muj, many of whom know the events of the House Divided and bear a familial grudge against faerie Merinitae on Myanar’s behalf. The two groups often fight for no obvious reason, spuriously challenging each other on what seem very flimsy pretenses whenever they happen to cross paths.&lt;br /&gt;
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==== A Faerie Fraud? ====&lt;br /&gt;
Suspicions that the faerie Quendalon was not who he claimed to be seem more likely when considering the evidence of other instances when faeries have taken human shapes and tried to pass themselves off as magi. In the 1100s, for example, an unremarkable magus named Zurenzialle disappeared from his covenant in the Greater Alps suddenly and without warning, and when his sodales decided that he was dead and entered his laboratory, they discovered evidence that he was never human at all, but a Faerie being who had been pretending to be a magus.&lt;br /&gt;
&lt;br /&gt;
To this day, the magi of House Merinita still speculate about whether it really was Quendalon who returned to govern the House. It is a moot point now, whether he was the former Primus or a faerie in disguise, as his legacy remains an integral part of their magic, for good or ill. In fact, it could be detrimental if it were to come to light that he really was an impostor; such a revelation might tarnish all they have done since, and undermine everything his followers have used his Mysteries.&lt;br /&gt;
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=== 200 Years After ===&lt;br /&gt;
Quendalon returned his attention to adopting faerie ways within his House, to accomplish. teaching his followers and others who came to learn from him the secrets of Faerie Magic. For years he acted as lead Mystagogue, performing hundreds of Initiations and teaching many promising apprentices throughout the ninth and tenth centuries. Sightings of him became much less frequent in the mid-900s, and he sent delegates to the Grand Tribunals of 931 and 964, though none of them could say what had become of him. There were many rumors that he had gone mad, and most suspected he had returned to Arcadia forever.&lt;br /&gt;
&lt;br /&gt;
At the Grand Tribunal of 997, the assembled Merinitae finally decided they would have to choose one of their number to take his place, though they did not all agree that Quendalon was dead. By surprising consensus the leaders of the various groups named a timid young maga named Rhiannon as Prima; she was four generations descended from Quendalon, and they believed she would best represent the House’s interests. She hesitantly accepted the position, moved to Irencillia, and for the most part avoided other magi.&lt;br /&gt;
&lt;br /&gt;
The outbreak of the Schism War came only a few years later. Rhiannon was not a strong orator, but spoke many times in defense of House Diedne, and openly voted against their Renunciation. Many think that she invited a number of Diedne to join her House to escape destruction, and during the war some Merinitae actually fought with the Diedne in battle. They did not ever join with Diedne officially, however, and the Order was anxious for peace during the aftermath, so House Merinita never suffered official retribution for these acts.&lt;br /&gt;
&lt;br /&gt;
Rhiannon reputedly died of old age, and her bones were returned to her Hibernian homeland to be buried. The Primacy eventually passed to Vinaria of Irencillia, said to bear a striking physical resemblance to the Founder. She was much more politically active than her predecessor, and was most famously concerned about the Magic realm fading with the spread of the Dominion. She believed that wild places of power were becoming increasingly smaller and weaker as civilization encroached upon them, and often argued that House Merinita is as much magical as it is fay, that its members would surely feel the negative effects of the loss of the wilderness as keenly as other magi.&lt;br /&gt;
&lt;br /&gt;
She made many overtures of friendship to House Bjornaer, as the relationship between the two Houses had been sour since Myanar’s exile, but she could give them no support for their actions during the invasion of Rügen in 1168, and much of the progress she had made toward reconciliation was undone. The next Bjornaer Primus, Urgen, declared that she was senile and useless, and refused to grant her an audience. Vinaria disappeared in 1202, much the same way as Merinita and Quendalon had done, giving control of the House to Handri, senior magus at Irencillia. Mystifyingly, she later returned in 1209, but has since made no attempt to resume the primacy.&lt;br /&gt;
&lt;br /&gt;
More information about these magi and their domus magna, Irencillia, can be found in [[Guardians of the Forest Chapter Ten: Bohemia#Irencillia|Guardians of the Forests: The Rhine Tribunal]].&lt;br /&gt;
&lt;br /&gt;
=== The Future of the House ===&lt;br /&gt;
By 1220, Merinitae have become a contrary crowd of disparate groups, rarely agreeing on anything and hardly interacting with one another at all. Outsiders suspect that this lack of unity is a front for other, secret goals and machinations. For example, they may be establishing good relations with faeries so that they may one day slip away to Arcadia, leaving the Order and Europe forever. Or perhaps they intend to side with the fae when they inevitably war against humanity, and so buy a place in the new faerie hierarchy.&lt;br /&gt;
&lt;br /&gt;
Many Merinitae think that Faerie is permanently slipping away, that the golden age of the faeries is past, and that the Dominion’s slow encroachment over all human civilization is unstoppable. Others stridently protest, and rebuke those who say this, for if believing makes it so, those who proclaim Faerie’s ruin are themselves destroying it with their predictions. It is no wonder there is little agreement among them on these matters, since they are very quick to turn on themselves, and like the faeries do, often fight with each other more than outsiders.&lt;br /&gt;
&lt;br /&gt;
If there is anything that the members of the chaotic House can agree upon, it is that in order for the faeries to survive, the Merinitae must preserve and protect the few remaining places given over to Faerie, or help those who dwell there to adapt to the landscape of the rapidly changing world, or else quit its boundaries entirely  and accompany them to the lands beyond living.&lt;br /&gt;
&lt;br /&gt;
== House Society ==&lt;br /&gt;
House Merinita is a single Mystery Cult made up of many different groups, each of which has its own ideas about magic and how it relates to the Faerie realm. Besides their Mysteries, they have little in common; about the only thing they agree upon is their interest in faeries, though even then that is not always the case, for Merinita herself had nothing to do with them, and others similarly eschew their alien ways and focus on other types of magical study. Yet every member of the House usually undergoes some sort of test involving the fae as part of her Initiation, so all Merinitae have some experience with them.&lt;br /&gt;
&lt;br /&gt;
Four different aspects of Faerie are described below, to help players define their characters’ attitudes toward the realm. These include the land of Faerie, belief in faeries, what faeries want from humanity, and the relationship between the Faerie and Magic realms. This section is intended to give an idea of the sort of things Merinitae do, and so provides minimal information about faeries in general, instead describing them from the perspective of Hermetic magi and the House. &#039;&#039;&#039;&#039;&#039;(Faerie society from the faeries’ viewpoint will be addressed in future Ars Magica supplements.)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each section also describes a dedicated group of Merinitae who pursue common goals and Initiate followers into certain of the House Mysteries (see [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mechanics of Initiation]] for details on this process, and [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Merinita Mysteries|Merinita Mysteries]] for descriptions of the new Virtues, Flaws, and Abilities they may Initiate). All those who join one of these groups must first Initiate Faerie Magic to join the House, and must have at least House Merinita Lore 1 to proceed into the Inner Mysteries.&lt;br /&gt;
&lt;br /&gt;
=== The Search for Arcadia ===&lt;br /&gt;
Arcadia is the highest manifestation of the Faerie realm, and for many magi it is the focus of their faerie magic. It is why they belong to the House, and the purpose that occupies their spare time. Merinitae know more about Arcadia than any other magi, and some guard this knowledge jealously while others share it with anyone who takes an interest. For many, it is a rite of passage: they cannot truly appreciate the fae until they have visited their home.&lt;br /&gt;
&lt;br /&gt;
There are many confl icting beliefs in the House about what Arcadia actually is. That is, magi know it exists, they know it is associated with Faerie in the same way that Heaven is associated with the Divine and Hell is associated with the Infernal, and many of them know how to get there. But where did it come from, and why does it exist, and what is its relationship to the mundane world and the other realms?&lt;br /&gt;
&lt;br /&gt;
Some say that Arcadia is a reflection of Mythic Europe, and that the faeries who live there are merely distorted versions of reality. Yet it is also part of Mythic Europe, they say, in that the things one does in Arcadia have an effect on reality, and are reflected back upon the inhabitants of either realm. Arcadia is said to be a nexus of possibilities, a temple with a thousand doors, where it is impossible to return to the exact same place you left. For this reason, Merinitae caution visitors to “travel lightly:” to take nothing and leave nothing, lest their journey have repercussions and consequences for which they are not prepared.&lt;br /&gt;
&lt;br /&gt;
Others emphasize that Arcadia is only what travelers believe it to be. It is a land of wishes and dreams, they say, that responds to their direction and changes to accommodate their hopes and fears. A person can only navigate Arcadia by moving from one desire to another, they say, and the nature of the place absorbs these desires and makes them its own, stealing them from the traveler and changing in response. For an expedition to succeed, visitors must discover what it is they truly want. Yet, having attained it, they must also have a powerful reason to return, or they will have no desire to leave.&lt;br /&gt;
&lt;br /&gt;
Another theory is that like Heaven and Hell, Arcadia is an afterlife, a place where faeries go after they leave their physical bodies. Instead of a place of eternal punishment or eternal reward, it is where beings that do not have souls must remain forever. Thus, it is populated by the spirits of living things in exile. Some suggest this includes forgotten beasts of legend, lost children who died unbaptized, and even gods who are no longer worshiped. Those mortals who die in Faerie, it is said, join this group; their souls go elsewhere, but their spirits remain in Arcadia.&lt;br /&gt;
&lt;br /&gt;
There are many ways to reach Arcadia, usually by traveling through faerie regiones. There are also gateways scattered throughout Mythic Europe, usually at places where reality and fantasy have blurred together. These points are almost always watched by guardians who patrol the borders of Faerieland, perhaps ensuring that outsiders are turned away, or perhaps preying upon them before others do. Initiates into the Mystery of Arcadian Travel can make temporary gateways to Arcadia, and these places are not necessarily guarded, although they are not necessarily safe, either.&lt;br /&gt;
&lt;br /&gt;
==== Arcadian Experiences ====&lt;br /&gt;
Arcadia is a fantastic place that can have a powerful influence over magic and faerie powers alike, but the mechanics of it are beyond the scope of this book. However, Merinitae will almost certainly seek it out, and for those of them who find their way there the storyguide should prepare an adventure, describing the experience in any way that seems appropriate to the journey. It might be an otherworldly vision, a dream, or even a nightmare; perhaps it resembles Wizard’s Twilight; perhaps it seems the complete opposite of the real world, or it might only differ from the real world in very subtle but important ways.&lt;br /&gt;
&lt;br /&gt;
==== The Wayfarers ====&lt;br /&gt;
Some Merinitae reason this way: Arcadia is a physical place, they say, therefore it must exist on earth. Perhaps it is a regio that overlaps Mythic Europe, stretching above and below it, only accessible at certain places or certain times; or perhaps it is a continent on the other side of the globe, with portals connecting corresponding points between the two lands; or perhaps it is a microcosm, a world within a world that is completely contained in every individual thing. Wherever it is, by plotting the connections between the two worlds, Merinitae believe they can achieve greater insights into Faerie and Earth.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers are a group of Merinitae who style themselves as Arcadian experts. They record the locations and destinations of earthly gateways, act as guides for travelers to the realms of Faerie, and sometimes lead expeditions into uncharted regions of the world in search of alternative routes. They might be ambassadors, diplomats, or guardians. Some of them might write guides to Faerie customs, travel, and inhabitants, while others might seek to destroy these gateways to ensure that no one stumbles into them accidentally.&lt;br /&gt;
&lt;br /&gt;
These Merinitae typically teach Hermetic Initiates Arcadian Travel. They have no specific progression of Mysteries after that, instead favoring secrets that will help their followers on their adventures. These might include Independent Study, Ways of the (Land), Spell Timing (spells that endure while the target is traveling), or Symbolic Magic (with an emphasis on names and places). They tend to seek out characters who are already Well-Traveled, and often integrate a fantastic expedition of some kind into their Initiation ceremonies.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been known to associate closely with House Mercere, as Redcaps also engage in exploration and travel, but more commonly the two groups work against each other. There is a kind of unspoken rivalry between them as they race to be the fi rst to discover new parts of the world, unusual new species, or even simply new sources of vis. Those who discover them typically name these finds, a source of great honor and occasional jealousy among the participants. Wayfarers may &lt;br /&gt;
also compete in this way with magi from other Houses, other Merinitae, or even fellow Wayfarers.&lt;br /&gt;
&lt;br /&gt;
This practice has led to a strange phenomenon in the world of Faerie. Names have great importance to the fae, as they are essentially a part of the individual (and a common source of sympathetic magic). In places that have been named after something, occasionally a faerie version of that thing will appear. For example, if a faerie dell were to become widely known as Victor Valley (after Victor of Mercere from Semita Errabunda), a faerie named Victor who shared many of Victor’s reputed qualities might come to inhabit it. For this reason, some Wayfarers have adopted the practice of naming their discoveries after famous magi or legendary places of old. Who knows what they might subsequently discover in Merinita Grove or the Arcadian Sea?&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Wayfarers Initiation: Arcadian Travel|18 (Minor Virtue unknown to the Mystagogue)|+14|Working on her own, the Initiate must discover all the entrances at every level to a faerie regio with an uppermost level of at least 5 (+3). Then, on the eve of the last full moon of the season (+1), she must travel to the center of the regio, beginning at a landmark outside that will mark her route. She must travel alone, without aid or comfort, and may not cast any Hermetic spells or use any magical devices to fi nd her way, relying only on her Faerie Lore and other mundane skills to guide her. She may not eat or drink on her journey, or interact with any of the inhabitants (+3). She gains the Minor Personality Flaw Fear (+3), as she begins to dread something that she encounters on her path, and arriving at the center, she must retrace her steps and exit at the same place she entered, completing her journey before dawn (+1). Because of its mystical association with her Ordeal, the landmark becomes a permanent Arcane Connection to her (+3).}}&lt;br /&gt;
&lt;br /&gt;
=== Belief &amp;amp; Mythic Europe ===&lt;br /&gt;
Many followers of Merinita seek to encourage appreciation of the fae, not just in the Order of Hermes, but among the people of Mythic Europe at large. It is an accepted fact among many in the House that faeries come about from widespread belief in them; that within the Faerie realm, things are what people believe them to be. This is not demonstrably true, of course, since it is difficult to measure when someone truly believes in something and whether there is a corresponding effect in Faerie, but the theory is that when someone invents a story, that story will come to pass, either in Arcadia or somewhere in the real world.&lt;br /&gt;
&lt;br /&gt;
Extending the idea of a direct relationship between Faerie and storytelling, many believe that faeries can never die, so long as their stories are still remembered. Each time the tale is told, the characters perform their parts as described, perhaps altering slightly from the framework as the narrator embellishes, but always acting as they are defined by their characters, and &lt;br /&gt;
returning each time the story is begun again.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae hold that the stories are created by the fae, that the events of famous “fairy tales” are simply chronicles of history, having actually happened at some point in the past. These themes have seeped into the collective subconscious of the people, and thus have a ring of truth about them that makes them compelling. Or perhaps they are visions of the future, since time has no little meaning in Faerie; these stories may be glimpses of events that will someday come to pass, resonating through the years to influence medieval thought.&lt;br /&gt;
&lt;br /&gt;
In any case, stories are very important to those with an interest in the fae, and House Merinita has a strong oral tradition. Recording stories is almost as important as participating in them. It is not seen as bragging or putting oneself forward to tell one’s sodales about an experience with the faeries, and many magi in the House employ minstrels to create popular songs or poems about their adventures. Not only for Merinitae, in fact, but for the faeries themselves, as such accounts have great value in their courts.&lt;br /&gt;
&lt;br /&gt;
==== Faerie Tales ====&lt;br /&gt;
Most fairy tales with which players are most familiar became widespread in relatively modern times. However, they often concern medieval characters, and in fact contain many themes that can be found in folk tales going back to ancient times. Recognizable versions of such stories as “Cinderella,” “Beauty and the Beast,” “Snow White and the Seven Dwarfs” and even “Little Red Riding Hood” can be found in early Roman histories, and other related concepts have their roots in antiquity, such as the Roman host newly come to wealth who described himself with the phrase &#039;&#039;qui fuit rana nunc est rex&#039;&#039; (“the man who was once a frog is now king”).&lt;br /&gt;
&lt;br /&gt;
Thus, “modern” fairy tales can be a good source of inspiration for medieval faerie stories. Do not feel that you cannot incorporate these elements into your game because they are somehow out of period. Most faerie stories are based on folk tales, and everyone in the game should be at least dimly aware of the most common characters and situations associated with these tales, since their characters would probably have heard them as children. As most players are more likely to be familiar with the Grimms’ versions than, say, the tragedy of Cupid and Psyche or the fabulous &#039;&#039;lais&#039;&#039; of Marie of France, you should feel free to rely on their knowledge of the modern stories for faerie elements that make for a better gaming experience.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the attitude of early chroniclers was one of condescension and disapproval for such &#039;&#039;aniles fabulae&#039;&#039; (“old women’s tales”), and they often changed the stories to downplay their fantastic elements. By the Middle Ages, many of these fanciful stories have instead become accounts of holy saints and evil demons, rather than innocent maidens and monstrous beasts. Perhaps players can infer from this that the Faerie realm as a whole suffered with the expansion of the Dominion, losing many of its inhabitants to the Divine or the Infernal, and that it has only just begun to recover its former status.&lt;br /&gt;
&lt;br /&gt;
==== Keepers of the Thousand Tales ====&lt;br /&gt;
The Keepers of the Thousand Tales are a group of Merinita magi and their companions who originally formed in the Holy Land with the goal of collecting, cataloging, and distributing the greatest stories of their time. This began with the beginnings of &#039;&#039;The Book of One Thousand and One Nights&#039;&#039; sometime in the ninth century, and as the society grew, their scribes added to the collection. They also translated many Greek texts into Arabic, and then from Arabic into Latin, and spread these books throughout the Order while their Hermetic leaders sought out more stories to tell.&lt;br /&gt;
&lt;br /&gt;
Essential to their philosophy is the idea of faerie immortality through legend. By ensuring that the tales are easily available, they believe that they keep these stories alive in Faerie. In this regard, they maintain that what a significant number of people believe directly affects the inhabitants of the Faerie realm. Therefore, all those who belong to their society must do their part to see that the tales spread. Some of them are scribes, copying books of lore for other covenants and magi, and some of them are wandering storytellers, performing re-enactments of adventures for those who are interested in hearing.&lt;br /&gt;
&lt;br /&gt;
Some of the magi have begun to carry their philosophy a step further. By acting out famous stories using their magic, themselves taking the part of a character in the story, they believe they take on that character’s identity and so ensure their own immortality. Over time, they actually become the character in the story, and so become faeries themselves. These magi believe that several characters in the Thousand Tales are magi who have passed into Arcadia.&lt;br /&gt;
&lt;br /&gt;
While originally there were only a few magi devoted to the group, since their founding they have spread throughout Mythic Europe, and have dedicated covenants in both the Levant and the Iberian Tribunals. Many of them have the Outsider Flaw. Elder members often trade Initiation into the House Mysteries in exchange for seasons spent serving the society. These Mysteries might  include Enchanting (Storytelling), Charm Magic, Story Magic, and Becoming.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Keepers Initiation: Story Magic|21 (Major Virtue known to the Mystagogue)|+14|The Initiate must learn a new poem or story from a culture that she isn’t familiar with. It must be over 5,000 lines in length and memorized in the original language (+3). She must then seek out a similar work from a different culture and memorize it (+3). Combining the overlapping elements of both, the Initiate must create an original piece, one that both cultures would recognize, but that changes the ending or overall meaning (+3). (These tasks could be tested with two Intelligence + Language rolls and a Communication + Language roll against Ease Factors of 12, though the storyguide might prefer to roleplay the process instead.) With this new tale, the Initiate must visit a powerful faerie in a Faerie regio on the longest day of summer, and perform her work. This must please the faerie enough that it rewards the Initiate with a treasure (+3). The Initiate must take this prize to her Mystagogue, and at an auspicious time based on their horoscopes (+1), they must sit upon a hilltop with a Faerie aura, taking some sort of intoxicating substance with them. The Initiate and the Mystagogue partake of this while telling each other stories until they fall unconscious. When they awake, the treasure will have vanished (+1).}}&lt;br /&gt;
&lt;br /&gt;
=== Do Faeries Dream of Counting Sheep? ===&lt;br /&gt;
Faeries are defi ned by their interest in humanity: they want to interact with things of the mundane world, and they enjoy the company of people. But if faeries are the realization of human imagination given life, what do they actually want from them? What can followers of Merinita give the Fair Folk, while appreciating, studying, or interacting with them for their own reasons?&lt;br /&gt;
&lt;br /&gt;
Creatures of Faerie can take any imaginable form, but have great difficulty reproducing. They cannot invent anything new. Some Merinitae believe the faeries admire (or envy) humanity for their ability to create, and seek them out to experience the miracle of this for themselves. Many of the fae cannot resist a good story, or a treasure of their very own, or even a new name, since these are all things that contain the spark of originality. Thus, the House often encourages such artistic endeavors on the faeries’ behalf.&lt;br /&gt;
&lt;br /&gt;
Other faeries fear that they will be forgotten. If they recognize that they owe their existence to human belief, they can ensure their continuation by encouraging the people to honor them, perhaps even worshiping them like the gods of old. Libations poured over Faerie stones, prayers intoned in sacred groves, men and women dancing around ceremonial fires, young children abandoned in dark places — many faeries recognize these as ancient rites of respect, and reward those who perform them.&lt;br /&gt;
&lt;br /&gt;
Some faeries perceive Mythic Europe as a place of forced exile from Arcadia, and want nothing more than to return to their fabled homeland. The means of accomplishing this are not clear; some Merinitae think it requires an invitation from a sovereign of Faerieland, others imagine that it requires a fundamental change to the faerie’s nature. One school of thought suggests that death allows the faerie to escape the confi nes of reality and return to Arcadia, but it seems impossible to prove this for certain.&lt;br /&gt;
&lt;br /&gt;
==== Faerie and Dreams ====&lt;br /&gt;
Many Merinitae believe that there is a connection to Arcadia in every person’s mind. This is because they think dreams somehow influence and are influenced by the Faerie realm, which they consider to be the collective dreams of all humanity. Thus, faeries may occasionally be found to inhabit a person’s imagination, accessible with Mentem magic and the specialized [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Dream Virtues]].&lt;br /&gt;
&lt;br /&gt;
Characters with the Merinita Mystery Arcadian Travel can open trods into Arcadia through their dreams, if they wish. The maga produces a charm designed to lull the travelers to sleep, and they then journey to a dream-based Arcadia in spirit instead of flesh. While away, sleeping characters do not age or suffer ill effects of going without food or water, though they can die through other means — and if they do, their spirits remain in Faerie.&lt;br /&gt;
&lt;br /&gt;
==== The Shadow-Masters ====&lt;br /&gt;
The philosopher Plato once described a cave where a group of prisoners sit chained in front of a wall. Behind them, shapes of people and animals pass in front of a great light, casting their shadows where the prisoners can see them. As far as the prisoners know, these shapes are real. They know nothing of the figures that cast the shadows; they only know them by how they appear upon the wall. Plato used this idea to describe humanity’s imperfect understanding of the realm of forms: like the prisoners, they cannot see the things that cast the shadows; they only see the shadows themselves.&lt;br /&gt;
&lt;br /&gt;
The Shadow-Masters are a troupe of Merinita magi who teach that the elements of this allegory correspond to the four supernatural realms. The light comes from the Divine, and the darkness is the Infernal; the light creates the images, while the darkness tries to envelop and destroy them. Men and animals step into the light, and this is magic: imperfect copies of their forms are projected against the wall that represents the mundane world. Yet it is also possible, these Merinita say, to fashion false figures and move them into the light, casting gray shadows that convince the prisoners that they see something that isn’t real at all, and this is Faerie’s role in the allegory: shadow-puppets with substance.&lt;br /&gt;
&lt;br /&gt;
Members of the society learn to play with these philosophical illusions, in a sense constructing shapes from dross and scraps and leading them to a new existence before the light of creation. The whole world is their theater: they conjure heroes and villains and set them against each other in great set pieces, enacting and re-enacting famous stories and legends, or inventing completely new tales of wonder and fear. By observing how humanity responds to these stories, the Shadow-Masters gain insight into the nature of the world, while simultaneously reinforcing belief in the strange and imaginary.&lt;br /&gt;
&lt;br /&gt;
It has become a tradition within the group to host a tournament every few years, called the Great Play. A Shadow-Master builds a labyrinth, castle, or other intriguing setting for the event, which she fills with illusory obstacles, traps, puzzles, or people. It is usually built around a theme, such as Homer’s &#039;&#039;Odyssey&#039;&#039;, the Crusades, or “Beyond the Lunar Sphere.” When it opens, other Shadow-Masters, hopeful Initiates, faeries, and even a few unwitting passersby descend upon the field and do their best to answer the challenge. The only formal prize for succeeding is the responsibility to host the next event, though the leaders of the Great Play often reward the participants in other ways, and those who attend but do not belong to the group are almost always invited to join.&lt;br /&gt;
&lt;br /&gt;
Society elders typically Initiate new members into the Mysteries of Glamour, Animae Magic, and Perpetuity. Many of them have a Major Magical Focus in illusions, and they most commonly live in the Transylvanian and Theban Tribunals, though they come from all over Mythic Europe. Anyone can join by proving herself in the Great Play, and in fact it is said that even a few members of House Tytalus have set aside their grudge and joined House Merinita through this society.&lt;br /&gt;
&lt;br /&gt;
Shadow-Masters enjoy the simulation of reality even more than reality itself, and hold that over time, the fiction &#039;&#039;becomes&#039;&#039; truth. Many swear that the creatures they have created have begun to reproduce, or have been found in places where Shadow-Masters have never been. For them, this is the pinnacle of achievement; it shows that their creations have taken on lives of their own, which they believe is ultimately what all faeries truly desire.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Shadow-Masters Initiation: Glamour|21 (Major Virtue known to the Mystagogue)|+15|The Initiate must pursue a faerie that is skilled in powers of illusion, staying in close pursuit with it until she receives a Warping Point (+3) through magical mischance. From this point on, until the completion of the Initiation, the Initiate feels slightly odd, as if drunk, and suffers a –3 on all of her Perception and Intelligence rolls (+1). Then, on the date of the manifestation of her Gift, which she must discover if not known (+1), she and her Mystagogue must fight a Creo or Muto Imaginem certamen, reciting ritual insults at each attack, until one of them falls unconscious from loss of Fatigue (+1). She also acquires the Major Flaw Vulnerable Magic (+9), which is often associated with the circumstances that caused her Gift to manifest. Participation in the Great Play may be substituted for the duel, though she still gains the Flaw.}}&lt;br /&gt;
&lt;br /&gt;
=== The Sundered Realms ===&lt;br /&gt;
Many Merinitae ponder the relationship between the Magic and Faerie realms, since through their House Mysteries they must often straddle the divide, with one foot on either side. Some seek ways to unite the two, others to further separate them, and a few explore their mystic origins in search of new insights into both.&lt;br /&gt;
&lt;br /&gt;
One popular theory within House Merinita is that the four supernatural realms were once only one realm — Faerie — and that Arcadia is the Garden of Eden. Then the serpent tempted Adam and Eve to taste the fruit of knowledge, and their eyes were opened; they received The Gift, but at the cost of their immortality. The one realm became two — Magic and Faerie — and they were all of them sent from the fabulous Garden, exiled to the mortal world where they became subject to Twilight and death.&lt;br /&gt;
&lt;br /&gt;
When the angels rebelled against Heaven and fell, they divided the realms into two others: the Divine and Infernal. However, at the same time, some of the angels chose to remove themselves from the conflict, choosing neither God nor Lucifer, and these beings remained separate from Heaven and Hell. Not being entirely human, they traveled freely between earth and Garden; these are the pagan gods and monsters of the ancient world. Thus, it is said, magic is associated with those who possess the knowledge of the Tree of Life — the children of Adam and Eve, the descendents of the serpent, and the named beasts of Eden — while faeries are the others who guard the edges of terrestrial paradise, who because of their otherworldly nature remain outsiders in human society.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae suppose that the division between Magic and Faerie is a more recent phenomenon, having occurred at or soon after the birth of Christ. The physical incarnation of God in the human world was too much for most of the pagan gods and ancient heroes to withstand, they say, and caused the Spirit realm from which they originated to divide into two parts: those who returned to earth in natural forms joined the realm of Magic, and those that passed away forever became Faerie. The Merinitae who favor this idea maintain that the ancient gods and goddess remain in Arcadia as ghostly shadows of their former greatness, capable of only limited interaction with the physical world. They also suggest that they could be returned to power via concentrated worship or other human devices.&lt;br /&gt;
&lt;br /&gt;
==== Pagan Glory ====&lt;br /&gt;
Gods and goddesses of the ancient world can be associated with either the Faerie or Magical realms, though those that have a magical aspect tend to be focused on themselves more than on their worshipers, and many of them are thought to have taken physical forms or retreated far from human society. Those who still seek followers and have an interest in mortal affairs are considered powerful faeries, and it may be difficult to distinguish them from other great lords and ladies of the faerie courts. Still, dedicated ceremonies designed to gain their attention and favor could plausibly have an effect, and many pagan Merinitae have claimed to have the blessings of their ancient deities at one time or another.&lt;br /&gt;
&lt;br /&gt;
==== The Cult of Vesta ====&lt;br /&gt;
In the later years of the Roman Empire, many of the pagan cults began to band together, combining the characteristics of many gods into cults nominally associated with only one of them. The original Cult of Mercury was one of these, uniting most of the original pantheon under one god’s name. The rites of Vesta, a relatively minor goddess of hearth and home, were eventually integrated into the practices of Diana, and her cult outlived the Fall of Rome by retreating into the barbaric wilderness outside of the empire, surviving beside the pagan practices of the German invaders. Some believe that Merinita was a high priestess of this struggling Diana cult.&lt;br /&gt;
&lt;br /&gt;
After Quendalon transformed the House, a pair of young magae from Brittany began to experiment with combining what they knew of Merinita’s nature magic with the new secrets that Quendalon had taught them. They discovered that the childlike innocence of Faerie could mimic wild and unspoiled nature, even in domesticated areas, so long as there were some among the community who remained chaste.&lt;br /&gt;
&lt;br /&gt;
Since faeries can generally adapt to any realm, these magae made it their task to encourage the fae to settle within their lands, and dedicated their cult to that objective. They adopted Vesta as their patron, reasoning that since she, a domestic goddess, had survived in the wilderness as part of the Cult of Diana, perhaps so too could Diana, the goddess of nature, survive in the home as part of the new Cult of Vesta.&lt;br /&gt;
&lt;br /&gt;
They resurrected many old Roman rites of the Vestal priestesses, venerating faeries as household gods and encouraging the practice of leaving gifts for them in exchange for their services. They also took vows of chastity, for they believed that their unusual focus would fail if their sexuality were ever “tamed.” Through their Initiation rites, members of the cult gained special powers from the faeries in exchange for this sacrifice, but swore that if they ever broke their vows they would be punished — buried alive, to give back to the earth the bounty that they had taken from it.&lt;br /&gt;
&lt;br /&gt;
The Vestals do not involve themselves much with the politics of the Order of Hermes at large, though they are known to the Hermetic Cult of Mercury, and might be considered their kindred spirits. While they do not typically Initiate outsiders into their secrets, they might share insights into Magic or Faerie Lore with them in the hopes of further narrowing the distance between the two realms.&lt;br /&gt;
&lt;br /&gt;
Followers of Vesta are traditionally women, though there have been men represented. They usually take Gifted children between the ages of six and ten as apprentices, indoctrinating them with the ideals of the society and Initiating them into Faerie Magic. There are two formal levels of Initiation after the Gauntlet, however, and any Merinita can join if they are willing to dedicate themselves to the cult.&lt;br /&gt;
&lt;br /&gt;
The first level is the Vestal virgin. A Vestal serves for thirty years, and there are no more than nine Vestals at any given time. When one of them leaves, she or one of her sisters chooses a worthy replacement. The new Vestal Initiates the Nature Lore Mystery with the unique focus of &#039;&#039;lares&#039;&#039; (“household spirits,” also called &#039;&#039;penates&#039;&#039;); these are essentially a type of domestic faerie associated with the home and community. With Lares Lore, Vestals interact with the faeries of a settlement in the same way that nature magi interact with the denizens of the wilderness.&lt;br /&gt;
&lt;br /&gt;
The second level of Initiation comes after thirty years, when the maga leaves the priesthood. She generally settles down in a small village or covenant and gives herself over entirely to its care. She learns either Becoming or Guardian of Nature (she may join her spirit with a Faerie aura so long as she remains a virgin), and uses her powers to transform herself into a sort of civic deity. Within her community she may endure for as long as her faeries flourish, guiding the common folk of the area to ensure that the old ways survive.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Vestals Initiation: Nature Lore|15 (Minor Virtue known to the Mystagogue)|+10|The Initiate must prepare a cake using ritual ingredients. The grain must be from ears of wheat gathered on the three days of Lemuralia, which are the 7th, 9th, and 11th of May (+1). She must pound and heat brine in a jar within the hearth until it forms a salt rock that she cuts with a saw; she carries water from a sacred spring in specially crafted jugs whose bottoms taper to a point and whose water must not touch the ground (+1). She bakes the cake on Vestalia, June 9th, and places it on her hearth to attract the faeries (+1). On the Ides of June (June 15th), the Initiate must then thoroughly clean her dwelling, burning the refuse in the fire and scattering the ashes into the nearest river (+1). She must then meet the Mystagogue in her clean home. There, she swears to honor the faeries and takes a Vow of chastity (+3), which the faeries covertly witness (+3).}}&lt;br /&gt;
&lt;br /&gt;
== Merinita Mysteries ==&lt;br /&gt;
This section describes the secrets that define the House, which Merinitae may Initiate in exchange for appropriate sacrifice and study. They are broken into &#039;&#039;&#039;schools&#039;&#039;&#039;, groups of Mysteries primarily associated with the magi who introduced them to the House. Merinitae recognize three schools associated with Faerie Magic, and there is also said to be a peripheral school about which little is generally known. Characters raised in the House usually belong to a lineage associated &lt;br /&gt;
with one of these schools, Initiating the Mysteries from their parentes. Those who join the House after apprenticeship usually enter the Mysteries through Initiation into a [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#House Society|group of like-minded Merinitae]] instead.&lt;br /&gt;
&lt;br /&gt;
Initiating a person into a Mystery is much like taking an apprentice, and formally joining House Merinita is considered a necessary part of the process. They maintain that if you have Initiated the Outer Mystery, you belong to their House. This implied threat doesn’t carry much weight, since on the whole Merinitae are not very aggressive or even politically active. Still, all of them know that they should formally introduce potential Initiates to the House before teaching them their secrets, and that there should be consequences for those who indiscriminately share their Mysteries with outsiders.&lt;br /&gt;
&lt;br /&gt;
Below are some of the more common kinds of magic within the House; many of these are Virtues available to all characters during character creation, which Merinitae often Initiate later through their Mystery rites. Most are referenced by the lineages that are found throughout this section. A few are even appropriate for companions without The Gift who share the House’s interest in the fae and faerie things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Merinita Mysteries Overview&lt;br /&gt;
|-&lt;br /&gt;
! Outer Mysteries !!colspan=&amp;quot;4&amp;quot;| Inner Mysteries&lt;br /&gt;
|-&lt;br /&gt;
| Faerie Magic ||rowspan=&amp;quot;2&amp;quot;| Binding the Gift || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Arcadian Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Arcadian Travel&amp;lt;br/&amp;gt;Animae Magic&amp;lt;br/&amp;gt;Becoming&amp;lt;/div&amp;gt; || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Folk Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Charm Magic&amp;lt;br/&amp;gt;Story Magic&amp;lt;br/&amp;gt;Symbolic Magic&amp;lt;/div&amp;gt; || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Illusion Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Spell Timing&amp;lt;br/&amp;gt;Glamour&amp;lt;br/&amp;gt;Perpetuity&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Nature Lore ||colspan=&amp;quot;3&amp;quot;| &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Nature Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Awakening&amp;lt;br/&amp;gt;Wilding&amp;lt;br/&amp;gt;Guardian of Nature&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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=== New Virtues ===&lt;br /&gt;
These Virtues explore the supernatural and Hermetic differences that make followers of Merinita unusual, especially where the Faerie or Magic realms overlap, or where characters are extraordinarily inspired by otherworldly ideas and places.&lt;br /&gt;
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{{ArMVirtueFlaw|Alluring to (Beings)|Minor, General|This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might.&lt;br /&gt;
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These beings are strangely drawn to the character, and generally trust or obey her without thinking. She gets +3 on Communication and Presence rolls to affect them. Characters who are Offensive to beings of this sort cannot take this Virtue, including those who have The Gift or Magical Air, though characters who are Inoffensive to them or have the Gentle Gift may.&lt;br /&gt;
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Note that while Alluring to Magical Beings can affect Hermetic magi, the Parma Magica protects against this effect as part of resisting the social penalties of The Gift. Might and other forms of general Magic Resistance do not hinder this effect.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Enchanting (Ability)|Minor, Supernatural|Like Enchanting Music &#039;&#039;&#039;&#039;&#039;(ArM5, page 65)&#039;&#039;&#039;&#039;&#039;, this Supernatural Ability applies to a particular type of artistic expression: dance, drawing, storytelling, even craftwork. Those with this Virtue may find that in Faerie auras this Ability allows them to change or control events based on how well they depict them with their art.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Faerie-Raised Magic|Major, Hermetic|The character’s experience with faeries and the Faerie realm has conditioned him to invent spells very quickly; to him, formulaic spells seem like inherent powers that you can learn through observation and experimentation. Because of this, he can teach himself spells outside of the laboratory. You may spend experience points from Exposure, Adventure, and Practice on spells that mimic faerie powers or other supernatural effects your character has observed that season.&lt;br /&gt;
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To invent a spell in this way, the magus’s Technique + Form + Intelligence + Magic Theory must at least equal (the spell’s level – 10), and you must spend a number of experience points equal to (the spell magnitude + 4). Spells of level 5 or less cost their level in experience points (but always at least 1). For example, a level 2 spell costs 2 experience points, and a Level 15 spell costs 7 experience points. The magus cannot invent Ritual spells in this way.&lt;br /&gt;
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If the magus already knows a spell that is [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to one he wishes to invent, any experience points you spend towards learning that spell are increased by one half. This means that a level 25 spell would cost 6 experience points instead of 9, for example.&lt;br /&gt;
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This Virtue also includes [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Spell Improvisation|Spell Improvisation]]. That is, you may add the magnitude of a known formulaic spell as a bonus to your character’s Casting Total when spontaneously casting a spell that is similar to it.&lt;br /&gt;
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If you take this Virtue during character creation, you should also take the Faerie Upbringing Flaw. Because the magus’s master also had to teach him about human society, he probably had less time to teach him Hermetic magic. It is possible that the apprentice invented formulaic spells quickly enough on his own to compensate for this, but you might take the Weak Parens Flaw to suggest this limitation of his apprenticeship.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Independent Study|Minor, General|The character develops new skills extremely quickly on his own. When he is studying through Practice, add two to the Source Quality, and add three to the Source Quality of his Adventure experience.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Inoffensive to (Beings)|Minor, General|This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might.&lt;br /&gt;
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The character’s Gift does not bother beings of this sort, although it still has the normal effects on others. For example, Inoffensive to Animals makes it easier for her to get along with mundane beasts. Animals who react positively to The Gift still react positively to her, since she does have The Gift, but those that do not are not disturbed by her presence.&lt;br /&gt;
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You may not take this Virtue more than once; characters who are Inoffensive to more than one type of being should take Gentle Gift instead. UnGifted characters may take this Virtue only if they have the Flaw Magical Air.&lt;br /&gt;
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Some Merinitae refer to these Virtues with special terms that suggest the three cords of the enchantment that binds a magus to his familiar. Inoffensive to Animals is called “The Bronze Gift,” Inoffensive to Faerie Beings is “The Silver Gift,” and Inoffensive to Magical Beings is known as “The Golden Gift.”}}&lt;br /&gt;
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{{ArMVirtueFlaw|Spell Improvisation|Minor, Hermetic|The magus may add the magnitude of a formulaic spell he knows as a bonus to his Casting Total when spontaneously casting a spell that is [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to it. This includes fast-casting a spell that is the same as or very similar to one of his formulaic spells, though he does not get this bonus if he has the Fast Cast Ability for a mastered spell, since in that case you add his Mastery Ability instead. This bonus does not stack with other bonuses to his Casting Total, nor does it stack with itself if the magus happens to know several similar spells.}}&lt;br /&gt;
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=== New Flaws ===&lt;br /&gt;
These Flaws are designed primarily as Ordeals for Initiatory rites. However, players of characters who belong to House Merinita or who have similar interests might also consider taking these Flaws during character creation.&lt;br /&gt;
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{{ArMVirtueFlaw|Harmless Magic|Minor, Hermetic|The character’s Perdo spells cannot permanently destroy anything; they temporarily disrupt the target, like Perdo Imaginem magic, but as soon as the duration has passed the target returns to its natural state as if nothing had happened, like a Muto effect. This means that a version of &#039;&#039;The Wound that Weeps&#039;&#039; (PeCo15), for example, briefly causes a painful, bleeding wound that immediately closes again. Likewise, &#039;&#039;Fist of Shattering&#039;&#039; (PeTe10) causes an object of stone or weaker material to briefly break apart, but then fuse itself together again. The character’s Ritual Perdo spells function normally, however.&lt;br /&gt;
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This weakness can be a boon to a crafty character. A maga might invent a spell to destroy a heavy rock at Concentration Duration; she could then cast it and lie in wait. When her enemy walks into the vacant space, she could release her concentration and crush her victim beneath it when it reforms. However, in most cases this limitation is a minor hindrance, as useful Perdo magic requires longer Durations.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Inconstant Magic|Minor, Hermetic|The character’s magic is easily distracted, it stutters and starts. Spells that require his guidance (e.g. concentration, or aimed spells) after being cast are not immediately responsive, as if the character must focus the spell’s attention, and spells that are triggered by a condition (such as Waiting Spells or enchanted devices) take about two minutes to activate, as if the magic had wandered off when the caster was not watching it carefully. Any magic items he creates with constant effects are interrupted at sunrise and sunset; the magic is not seamless. The character suffers a –3 penalty to all Finesse rolls.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Offensive to (Beings)|Minor, General|This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realm, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might.&lt;br /&gt;
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Beings of the chosen category react badly to the character, as if he had The Gift, which makes them very uncomfortable around him and gives him a –3 to all social interaction rolls with them.&lt;br /&gt;
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You may not take this Flaw more than once; characters who are Offensive to more than one kind of being should take Magical Air instead. Characters with The Gift may take this Flaw only if they have the Gentle Gift, which makes this type of being react to them negatively while others are unaffected.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Unbearable to (Beings)|Minor, General|This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might.&lt;br /&gt;
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These beings are extremely disturbed, frightened, and possibly enraged by the character’s presence. She suffers an additional –3 penalty on all social interactions with them, which adds to the –3 penalty normally associated with The Gift. Only characters with The Gift or Magical Air may take this Flaw, and it cannot be combined with the Blatant Gift.&lt;br /&gt;
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The Flaw is sometimes known by different names among Merinitae, depending on the type of being it affects. Offensive to Humans is called “The Tin Gift”; Offensive to Infernal Beings is called “The Iron Gift”; and Offensive to Divine Beings is called “The Leaden Gift.” These Flaws are thought to balance the similar Inoffensive Virtues; it is very common for characters with one of the positive versions of The Gift to have one of these negative versions as well.&lt;br /&gt;
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You may not take this Flaw more than once; characters who are Unbearable to more than one kind of being should take the Blatant Gift instead.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Unnatural Magic|Major, Hermetic|Because of the unreal and illusory nature of your magic, none of the character’s Creo rituals have a permanent effect. Wounds magically closed with &#039;&#039;The Chirurgeon’s Healing Touch&#039;&#039; (CrCo20), for example, reopen again as soon as he finishes casting the spell, as the magic truly lasts only a moment. He also cannot extract vis from an aura using Creo, since his version of that Art is too unstable for it to remain in a lasting physical form.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Vulnerable Magic|Major, Hermetic|The character’s magic is automatically dispelled in certain uncommon circumstances. Examples include: when touching iron, when under the influence of the Divine, when crossing over running water, when his name is spoken three times, or when he is not touching the ground. This condition immediately ends the duration of a spell when it is applied to the target, or all of your active spells when applied to you.&lt;br /&gt;
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This Flaw may be taken multiple times, so long as a different condition is specified for each.}}&lt;br /&gt;
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=== New Abilities ===&lt;br /&gt;
These Abilities are only taught to magi who have Initiated the Mysteries of House Merinita.&lt;br /&gt;
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==== Faerie Magic ====&lt;br /&gt;
Faerie Magic is an Arcane Ability learned after Merinitae initiate the [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Outer Mystery of Faerie Magic]], which represents how their magic differs from normal Hermetic magic. This includes the ability to apply faerie thinking to arcane activities, usually by drawing out sympathetic connections between magical and mundane things.&lt;br /&gt;
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These mystic relationships may be integrated into casting tools that Merinitae often use with their spells, called [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Charms|charms]]. These are symbolic representations designed to highlight a particular quality of the target that always involve some sort of artistic ability. They may be used to increase Penetration, but are also used with many of the Inner Mysteries to produce other interesting effects.&lt;br /&gt;
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Merinitae can integrate the principles of charms into their laboratory activities, making use of their knowledge of symbols associated with the Faerie and Magic realms in their work, and this is represented by three additional effects of the Faerie Magic Ability:&lt;br /&gt;
* Faerie Magic may be substituted for Magic Theory when experimenting, when using faerie vis, or when practicing magic associated with the Faerie realm.&lt;br /&gt;
* The amount of vis you can use in a single season is equal to your (Magic Theory + Faerie Magic) x 2, so long as all of it is faerie vis.&lt;br /&gt;
* Add your score in Faerie Magic to the number of botch dice you roll in these conditions, but the effects of these additional dice tend to be more annoying than dangerous; it takes two of these botches to produce the negative effects of a normal botch die. The character still gains a Warping Point for each 0 rolled on these extra dice, though they do not force you to check for Twilight. (This is because integrating faerie power into magic warps the character more quickly, but does not increase her chances of being overcome by it.) Two or more botches on the standard botch dice require a check for Twilight as normal, however.&lt;br /&gt;
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Faerie Magic might also represent the union of Faerie Lore and Magic Lore, the knowledge of similarities between the two realms. Often this combination can inspire surprising insights, especially when dealing with entities traditionally associated with both realms, like pagan gods, ghosts, and chimerae. It is also an appropriate Ability to use when trying to distinguish between Magic and Faerie, as it can address differences between the two realms.&lt;br /&gt;
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&#039;&#039;&#039;Specialties:&#039;&#039;&#039; faerie vis, experimenting, inventing spells, charms, lore (Arcane)&lt;br /&gt;
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===== Charms =====&lt;br /&gt;
Charms are casting aids that all magi who study Faerie Magic learn how to make, which identify a specific magical effect using sympathetic magic. They can be physical objects, like sculptures or drawings; or performances, like songs or stories; or even arcane pronouncements or ceremonies, like prophecy or naming.&lt;br /&gt;
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A &#039;&#039;&#039;temporary charm&#039;&#039;&#039; takes about ten minutes to design, and must be used right away, typically with spontaneous magic. More lasting charms, or &#039;&#039;&#039;permanent charms&#039;&#039;&#039;, take several hours, and must involve a special object that the maga wields when she activates the charm, incorporating the object into the effect; if this object is damaged, the charm must be remade.&lt;br /&gt;
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A maga who has a score in Faerie Magic and an Arcane Connection to her target may use a charm as a sympathetic representation, increasing her Penetration multiplier by two. This requires a roll when the charm is made: composing a song might use Communication + Music, while a drawing might be Dexterity + Craft. The maga produces an effective charm on a roll of six or more, or nine or more for a permanent charm. Other magi can do this without Faerie Magic, but it takes them longer and they need a higher total on the roll (see [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Arcane Connections|Sympathetic Connections]]).&lt;br /&gt;
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Temporary charms may only be used once, as they always include unique properties associated with the effect, though a permanent charm associated with a special object may be used whenever it is applicable. A maga may prepare any number of charms in advance, but may only incorporate one charm into a given spell in this way.&lt;br /&gt;
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==== House Merinita Lore ====&lt;br /&gt;
This is the Ability that Merinitae use to Initiate their House Mysteries, and thus it is the one thing that they all have in common. It represents knowledge of all the secret rites, mysteries, and legends associated with the House, including all three schools of Faerie Magic Mysteries, and even the nature Mysteries taught by Merinita to her followers before she disappeared. Magi who wish to Initiate the Inner Mysteries should have at least a score of 1, and Mystagogues of the many different House cults typically have scores of 4 or 5.&lt;br /&gt;
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&#039;&#039;&#039;Specialties:&#039;&#039;&#039; Initiating others, Initiating self, modifying an Initiation Script (Arcane)&lt;br /&gt;
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=== Familiars ===&lt;br /&gt;
Merinita introduced the ritual that allows a maga to bond with her familiar, and many of her followers have developed a special affinity for them. In fact, within the House it is far more respected to take a familiar than it is to train an apprentice, and those who do the latter before the former tend to be looked down upon by their peers. Merinitae who are interested in this direction might take a Major Magical Focus with Familiars, which applies to all spells and laboratory activities that affect familiars, either their own or those belonging to other magi.&lt;br /&gt;
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==== Enchanting a Faerie Familiar ====&lt;br /&gt;
If a character has been Initiated into the Outer Mystery of Faerie Magic, she may bind as a familiar any living thing that is inherently faerie by nature. This is almost always represented by having a Faerie Might score, though it can also apply to people and animals that have become fay by close association with the Faerie realm. The being must be somehow attuned to the maga in order for the enchantment to succeed, exactly the same as with magical beasts, requiring mutual admiration and a compatible nature. The character then enchants the faerie as normal, using the [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Familiars|Familiar Bonding Lab Total]].&lt;br /&gt;
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There are three special powers inherent in the enchantment of a faerie familiar. These are:&lt;br /&gt;
* &#039;&#039;&#039;Shared Powers:&#039;&#039;&#039; The maga may activate any of the familiar’s powers as if she possessed them herself, much like casting formulaic spells, by using her Fatigue Levels in place of Might. Each Fatigue Level she spends is worth a number of Might Points equal to (familiar’s Might Score / 5). Thus, if her familiar had a Might Score of 10, the maga could spend a Fatigue Level as if it were 2 Might Points. Faeries do not have Fatigue Levels, but the familiar may expend the same number of Might Points as if it were a Fatigue Level, allowing it to exert itself in combat.&lt;br /&gt;
* &#039;&#039;&#039;Shared Sense:&#039;&#039;&#039; The maga can tell when the familiar perceives something with its faerie senses that she cannot, or when she can see something that her familiar cannot. Since most faeries have Second Sight, this is often useful information, and the familiar receives the same insight. This gives each of the couple at least a general idea of the direction and distance to the irregularity.&lt;br /&gt;
* &#039;&#039;&#039;Shared Fatigue:&#039;&#039;&#039; The familiar may regain (its Might Score / 5) Might Points by resting, just as the maga regain Fatigue Levels. For example, if a familiar with Might Score 10 had spent 2 Might Points, it could regain both of them by resting for two minutes. If it were down 4 Might Points, it would take it ten minutes of resting to regain the fi rst two points, then two minutes more for the last. The familiar may also spend Might Points when the maga would lose a Fatigue Level, allowing her to draw upon its tirelessness instead of expending her own energy. This costs it a number of Might Points equal to the value of the Fatigue Level the maga would reach, with each Level worth (familiar’s Might Score / 5). Thus, for a familiar with Might 10 to give the maga a Fatigue Level when she is Fresh would cost it 2 Might Points, Winded would cost 4, Weary 6, and so on.&lt;br /&gt;
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The three cords still function as normal, but as it is part of the nature of faeries to chafe against bindings, the cords grow weaker over time (unless they are reinforced by the faerie cords described below). Every year one of them degrades, usually the one with the highest value. This is handled in a manner similar to the way Characteristics are affected by aging, so that each year one of the cords receives an Aging Point. After four years of Aging, a +3 cord would become +2, three years later it would become +1, and after two more years it would be 0. If all three cords have scores of 0, the bond degrades completely at the end of the year and the enchantment is broken. The faerie is released, and all powers that have been invested into the bond are lost.&lt;br /&gt;
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Followers of Merinita have always been disappointed by this limitation of faerie familiars, but they have decided that it is part of the nature of Faerie, and have come to accept it. Because of this, many members of the House advocate not becoming too deeply attached to their familiars, and in fact recommend avoid lasting personal commitments in general. Deep, abiding relationships cannot be forged with the faeries, they warn, and so they suggest that magi take an interesting succession of temporary faerie familiars instead, experiencing a wide variety of companions throughout their lifetimes.&lt;br /&gt;
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Other Merinitae are troubled by this practice, especially as it seems to be the exact opposite of what their Founder believed, and distorts the whole purpose of her enchantment. Thus, many of them do not take faerie familiars at all, preferring to bind a magical animal for life using the standard method that has been integrated into Hermetic magic theory. It is also generally held that Merinitae who are extremely fay in personality should bind magical familiars, not faerie ones, to help balance their two natures, and so there is no stigma associated with this choice — in fact, a Merinita maga might even bind a magical familiar simply to increase her reputation as faerielike.&lt;br /&gt;
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===== Temporary Familiars =====&lt;br /&gt;
One of Merinita’s first apprentices who later joined Quendalon, a maga named Alsia, developed a spell that allowed those with Faerie Magic to approximate binding a familiar, though of course the effect is only temporary. This unusual application quickly spread throughout the House, and it is particularly appreciated by those who favor taking many different familiars. Thus, it may be invented by anyone who has been Initiated into the Outer Mystery of Faerie Magic, and since it is old and popular, there are likely to be Lab Texts of it found in Hermetic libraries throughout Mythic Europe.&lt;br /&gt;
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The idea of the spell is surprisingly acceptable within the House, as it is a common bargain for faeries to agree to serve a maga for a specific length of time, and this effect helps enforce the arrangement. It is the maga’s responsibility to care for her slave, while it is expected to serve its master and do what she tells it to do. Those who abuse their familiars lose respect in the House, and may even fi nd that some of their sodales are willing to help faerie slaves escape the terms of their service.&lt;br /&gt;
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{{ArsMspell|Farie Chains of the Familiar Slave|CrVi Gen&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Until, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&amp;lt;br/&amp;gt;&#039;&#039;&#039;Requisites:&#039;&#039;&#039; see below|This ritual binds a supernatural creature to the caster as her familiar, until a condition incorporated into the spell comes to pass. The level of the ritual must be no less than (the creature’s Might + 15), though she may also need to penetrate its Magic Resistance if casting on an unwilling target. It has no effect if the target is already bound as a familiar to another.&lt;br /&gt;
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Casting requisites of a Technique and Form appropriate to the creature’s nature and physical form may be included. These two Arts are used to determine the Lab Total for any subsequent improvements to the bond. The cords connecting maga and familiar have initial values of 0, and the vis cost of this ritual does not apply towards these improvements. The maga can strengthen the bond in the lab, but the effect is still inherently temporary. If she casts this on a faerie, she gains the three special powers (Shared Powers, Shared Senses, and Shared Fatigue) associated with a faerie familiar, but the cords will decay as normal, though the bond is never completely broken so long as the spell’s duration remains in effect.&lt;br /&gt;
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Because the bond is often made under duress, the familiar is much more wild and independent than normal familiars, and typically must be subdued or guarded to ensure it does not try to escape. The two are probably at odds most of the time, and the faerie is likely to bear a grudge against the maga afterward if it is taken advantage of or treated badly.|Base effect, +1 Touch, +4 Until}}&lt;br /&gt;
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==== The Three Faerie Cords ====&lt;br /&gt;
In the late 1000s, a maga named Farrago Bonisagi discovered a solution to the dilemma of faerie familiars. She belonged to House Bonisagus, but she was very interested in integrating faerie powers with Hermetic magic theory, and she Initiated the Mystery of Faerie Magic many years after swearing the Oath, joining House Merinita to further her research. Her earliest project involved trying to find a way to learn faerie powers from a faerie familiar, Initiating them through the bond, but she was entirely unsuccessful at this, and she attributed her failure to the temporary nature of the enchantment. Soon she became obsessed with discovering a way to permanently bind herself to a faerie.&lt;br /&gt;
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Her studies led her to investigate cryptic comments attributed to Merinita, about additional cords in the familiar enchantment. She could not find a description of these cords, but she theorized that they were somehow connected to the others, and after many years of experimentation she was able to isolate three of them. She called these the leaden cord, the iron cord, and the tin cord, and she documented her discoveries well, so that anyone Initiated into Faerie Magic could take advantage of them. She also believed that there was at least one more cord still to be identified, but she did not speculate what it could do.&lt;br /&gt;
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These three cords have negative effects, rather than positive. They hinder the maga’s mind, body, and spirit in certain circumstances, offsetting the benefits of the other cords and making her more vulnerable. This is because they do not bring the maga and her familiar closer together, but rather bind the familiar more securely to the maga, preventing its faerie nature from eroding the cords that connect them. In a sense, these negative cords strengthen the positive cords, while at the same time limiting their power.&lt;br /&gt;
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The cords are purchased exactly the same way as the others, by dividing the maga’s Lab Total for a season into points that are allocated among them. The cords serve to balance each other, and so long as the sum of the values of one set of cords does not exceed the sum of the scores for the other, the cords do not degrade, and the maga does not need to apply Aging Points to them. This means that one negative cord increased to +3 can offset three positive cords at +1, or vice-versa. If there is a discrepancy, the highest-value cord on the side with the greater total, negative or positive, will receive an Aging Point each year as normal.&lt;br /&gt;
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Mirroring the positive cords, each negative cord also has a varying effect that penalizes both the maga and her familiar.&lt;br /&gt;
* &#039;&#039;&#039;The Leaden Cord:&#039;&#039;&#039; The maga is more susceptible to the Divine, and more prone to magical errors in its presence; add the value of this cord to the number of botch dice you must roll when the maga uses her powers in the Dominion or when touching a holy object. You must also subtract this score from her attempts to resist Divine influence, including Personality Trait and natural resistance rolls.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Cord:&#039;&#039;&#039; The maga cannot stand the feel of iron. When she is touching it, you must apply the value of this cord as a penalty to all of her rolls, and subtract it from her Soak when she is hit with iron weapons. She is also much more susceptible to the Infernal realm, and must increase the number of botch dice you roll by this amount when she uses her powers in an Infernal aura.&lt;br /&gt;
* &#039;&#039;&#039;The Tin Cord:&#039;&#039;&#039; The maga is more vulnerable outside of supernatural auras, and being cut off from a mystic realm makes her very nervous and uncomfortable. When she is not within a supernatural aura of some sort, you must subtract the value of this cord from all of her Personality Trait rolls, natural resistance rolls, healing rolls, rolls to withstand deprivation, and Aging rolls. You also subtract this value from her Soak.&lt;br /&gt;
&lt;br /&gt;
Faeries bound with these negative cords often come to resent their masters, and begin to feel a terrible yearning to escape. It is against the nature of the fae to be fettered; if the bonds do not degrade naturally, the familiar begins to desire freedom more powerfully than anything else, and becomes increasingly uncomfortable with the arrangement. Some faerie familiars commit suicide to break away from their bonds, while others choose to act out in strange and spiteful ways, and some simply bear their imprisonment in quiet despair.&lt;br /&gt;
&lt;br /&gt;
==== Binding the Gift (Minor House Mystery) ====&lt;br /&gt;
Merinita knew how to unlock an additional property of the cords that bind a maga to her familiar: she learned how to share the supernatural quality of her Gift that affects social relations with others, and in so doing could moderate some of the penalties. This is said to have helped her overcome her legendary shyness. She taught this secret to many of her followers, including some who later joined Quendalon, and thus it is still taught in her House.&lt;br /&gt;
&lt;br /&gt;
After Initiating this Mystery, the magus’s familiar is afflicted with the same social penalties that the magus himself suffers because of The Gift — most people and animals can sense that there is something different about the familiar, and are made uncomfortable by its presence. If the magus has the Gentle Gift, or if his Gift is inoffensive to a specific kind of being, his familiar is similarly protected by these Virtues. If he has the Blatant Gift, or is otherwise offensive to some, his familiar also inherits these Flaws.&lt;br /&gt;
&lt;br /&gt;
The three cords that bind the magus and his familiar also serve to lessen the penalties for both of them, and as they become closer to each other they can even overcome them altogether and become more alluring to certain kinds of people or creatures. The familiar acts as a soothing influence on the magus’s Gift, and helps to put other beings with similar backgrounds at ease. Each cord thus has an additional effect, as described below.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Gift:&#039;&#039;&#039; The storyguide should add the value of the golden cord to social rolls that involve interactions with all magical beings, meaning those that have a Magical Might score or who have a supernatural background associated with the Magic realm. This includes Hermetic magi, though they are usually immune to social effects of The Gift because of the Parma Magica.&lt;br /&gt;
* &#039;&#039;&#039;The Silver Gift:&#039;&#039;&#039; This strengthens the magus’s relationship with faeries and faerie creatures. Add the value of the silver cord to all social rolls involving people and creatures with Faerie Might, or who have a supernatural background associated with the fae. Magi with Faerie Virtues and Flaws are included in this category, but again they are usually shielded from the effect by the Parma Magica.&lt;br /&gt;
* &#039;&#039;&#039;The Bronze Gift:&#039;&#039;&#039; The magus’s Gift is less aggravating to mundane animals; the storyguide should add the value of the bronze cord to all rolls that deal with social interactions with them. Some animals — usually those with a supernatural nature — do not react negatively to The Gift, and in that case this cord does not improve the magus’s relations with them, since there is no penalty for the cord to offset.&lt;br /&gt;
&lt;br /&gt;
Bonding with a faerie familiar usually involves forging three additional cords, as described above, and these cords are also negatively affected by this Virtue. The value of the cord is added to the penalty for having The Gift, making the magus and his familiar even more despised in certain circumstances related to the cord.&lt;br /&gt;
* &#039;&#039;&#039;The Leaden Cord:&#039;&#039;&#039; The magus becomes less alluring in the Dominion, and Divine beings or people associated with the Divine realm are made more uncomfortable by his presence. The storyguide should subtract the value of the leaden cord from all social rolls made under these conditions, including whenever the magus is touching anything that is associated with the Divine realm.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Cord:&#039;&#039;&#039; The Infernal realm brings out negative qualities in the magus and his familiar, enhancing the discomfort caused by his Gift. Subtract the value of the iron cord from all social rolls you make in Infernal auras, when dealing with beings who have Infernal Might or an Infernal background, or when touching things that are tainted with evil. The magus is also similarly penalized whenever he is touching iron.&lt;br /&gt;
* &#039;&#039;&#039;The Tin Cord:&#039;&#039;&#039; The magus’s Gift is particularly aggravating to normal people, those who do not have any sort of supernatural background at all. The storyguide should subtract the value of the tin cord from all of his social rolls governing mundane human interaction.&lt;br /&gt;
&lt;br /&gt;
In circumstances where more than one cord applies, use the one with the greater value. For example, when interacting with a person who has both faerie and magical aspects, apply either The Golden Gift or The Silver Gift, whichever is stronger. If both a positive and negative cord apply, use both, adding the bonus and subtracting the penalty.&lt;br /&gt;
&lt;br /&gt;
This Mystery is considered a strange artifact of the House from before Quendalon, and most of the established Initiation Scripts for it are very nature oriented, often involving Ordeals where the magus must live in the wilderness or on the fringes of society for a time.&lt;br /&gt;
&lt;br /&gt;
=== Arcadian Mysteries ===&lt;br /&gt;
These are the Mysteries that were allegedly discovered by Quendalon, and which were responsible for the dramatic change in focus for his House. They concern faeries and the Faerie realm, making it possible for magi to travel through Faerie, summon faeries from Arcadia into the physical world, and to actually become faeries themselves.&lt;br /&gt;
&lt;br /&gt;
==== Arcadian Travel (Minor Arcadian Mystery) ====&lt;br /&gt;
This Mystery allows the maga to travel between Faerie and the mortal world with relative ease, via special pathways called &#039;&#039;&#039;trods&#039;&#039;&#039;. Trods are roads that lead into and out of Faerie; they are what connect the different levels of regiones to each other and to the mundane world, and can even lead to Arcadia. These paths occasionally occur naturally, as those who are familiar with regiones know, but with this secret magic Merinitae can cause them to appear at will.&lt;br /&gt;
&lt;br /&gt;
Opening a trod requires that the maga first design a [[Charms|charm]] that depicts the trod’s destination. It is possible to create a charm for a place to which she has never been — the Ease Factor is 12 for a mundane place, 15 for a regio level, and 18 if the destination is part of Arcadia. Note that while human beings can make trods to visit fantastic places they can only imagine, faeries cannot; they can only travel to places they know.&lt;br /&gt;
&lt;br /&gt;
Once she has an appropriate charm, the maga must concentrate upon it; she must be able to perceive the charm, and if it was made in advance, she must touch the object associated with it. This process usually takes about ten minutes, though if she is designing the charm on the spot, she can combine this time with the time it takes to make it. Then the maga must roll her scores in Perception + the Ability used to make the charm.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Arcadian Travel Total|stress die + Perception + (Ability) + Aura}}&lt;br /&gt;
&lt;br /&gt;
A mundane destination can only be reached by first traveling to a level of a regio above it, and the more removed from reality the destination, the more difficult it is to open the trod, as shown in the following chart. However, if the maga has an Arcane Connection to the trod’s destination, she may subtract 6 from the Ease Factor. For the purposes of evaluating the modifier for a supernatural aura, you may treat this as either a Faerie or Magical power, taking the more beneficial effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Arcadian Travel Ease Factor&lt;br /&gt;
|-&lt;br /&gt;
! Destination !! Ease Factor&lt;br /&gt;
|-&lt;br /&gt;
| Regio Level || destination level x 3&lt;br /&gt;
|-&lt;br /&gt;
| Leave Regio || current level of regio x 3&lt;br /&gt;
|-&lt;br /&gt;
| Arcadia || (13 – current aura modifier) x 3&lt;br /&gt;
|-&lt;br /&gt;
| Leave Arcadia || (13 – destination aura modifier) x 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Besides the maga, a trod can affect a number of other people equal to her Faerie Magic score, so long as they all participate in the activation of the charm, concentrating upon it as the maga does. While they are immersed in the experience, the maga leads them through the trod, and they immediately appear at its destination beside the maga. It is impossible for a person to enter a trod unwillingly, though it might happen unwittingly.&lt;br /&gt;
&lt;br /&gt;
==== Animae Magic (Major Arcadian Mystery) ====&lt;br /&gt;
This Mystery allows the maga to bring out faerie properties of everyday things, transforming inanimate objects into living beings and producing faerie creatures at will. These temporary faeries are called &#039;&#039;&#039;animae&#039;&#039;&#039;, “artificial souls.” This includes a number of new spell guidelines that only magi with this Virtue can use, described below.&lt;br /&gt;
&lt;br /&gt;
Animae are essentially alive, and like most faeries they are intelligent and can interact with their environment. They often have powers appropriate to their Might, and while they are not necessarily friendly, they are usually willing to bargain with the maga for their aid. In exchange for such mortal pleasures as a full wineskin, roasted meat, or a kiss, they might fight for the maga, scout out the area, carry her over obstacles, or ensure a good harvest.&lt;br /&gt;
&lt;br /&gt;
While they usually resemble humans and can often be affected by Corpus and Mentem spells, animae are also part of the Form appropriate to their nature, and magi may use that Form to target them in the same way that they would use Animal to affect beasts. Thus, animae can be warded away by Rego effects of this Form, but note that they can appear inside an &#039;&#039;Aegis of the Hearth&#039;&#039; if summoned from within its boundaries.&lt;br /&gt;
&lt;br /&gt;
Merinitae often argue about the origins of animae. Some say they are simply a sleeping aspect of nature brought forth by Faerie Magic. Others say that a faerie spirit is summoned from Arcadia to animate the target. Some think that the magic actually creates a new faerie from the caster’s belief. No one knows for sure if any of these theories are correct, though.&lt;br /&gt;
&lt;br /&gt;
===== Animae Guidelines =====&lt;br /&gt;
Animae spells are Creo or Muto. A Muto spell transforms a mundane thing into a faerie, usually something appropriate to its nature, while Creo simply summons a faerie associated with the Form, and the maga has very little control over what. Since all faeries have Might, and since their Might is added to the level of the spell, Animae spells must always be designed at a level greater than that given in the guidelines. For example, to summon a faerie insect with a Might Score of 1 is a base level 11 Creo Animal effect, and to change a pool of water into a water faerie with Might 10 requires an effect of base level 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faerie animals are just like mundane animals, except that they can usually talk, walk like people, and often have other human qualities. Animals or animal products changed into animae usually retain beastlike properties, though they are still intelligent. For example, a goat changed into a faerie would be hairy, with horns and goat’s feet, and appropriately goatlike Personality traits; a fish might become a mermaid or some other sort of part-human, part–sea creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Animal:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie insect.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie bird, reptile, fish, or amphibian.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Create a faerie mammal.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Create a faerie with animal parts, like wings or gills. Create a faerie that is a combination of multiple animals.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Animal:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change an animal into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Change something made of animal products into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Change something made of multiple animals or animal products into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquam&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Water faeries can be capricious, but are often deep and unfathomable. They have powerful desires, and can be incredibly destructive when unleashed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Aquam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a water faerie.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Aquam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change liquid into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auram&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the air are typically sanguine and flighty, though note that they are also associated with thunderstorms, wind, and lightning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Auram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie of the air.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Auram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change a weather phenomenon into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpus&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the body may appear human, but are definitely not. They are usually deformed in some way. It is impossible to change a living person into a faerie with Animae Magic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Corpus&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create an obviously nonhuman faerie (a walking skeleton, a head without a body).&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie that appears basically human (a corpse, a hunchback).&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Corpus&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Change a skeleton, corpse, or other human remains into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Animate human remains in an unusual shape, or a combination of multiple bodies.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Combine human and animal remains into a faerie (Animal requisite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herbam&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the wood are probably the most well-known faeries in Mythic Europe. They generally behave very similarly to trees whose consciousness has been awakened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Herbam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Create a faerie of the wood.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Herbam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Change a plant or item made from plant products into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Light, flame, and heat are properties all fire faeries share. While Ignem also covers darkness and the absence of heat, faeries of coldness or ice are typically produced with Aquam or Terram spells, and faeries of shadow are considered part of Imaginem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Ignem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie of fire, heat, or light.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Ignem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change fire, heat, or light into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaginem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Animate images do not usually gain additional properties outside their idiom; for example, a faerie echo can only repeat what she hears, and an animate portrait cannot leave her frame. An illusory copy of a person may look and sound like the original but does not necessarily inherit her memories or knowledge. Two notable exceptions are reflections and shadows: when changed into faeries, since they remain tied to their originator and only appear under certain conditions (in mirrors or light), they often retain a part of their source’s identity, and know things that only the original would know otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Imaginem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Create an illusory faerie that can affect one sense. Additional senses add one magnitude each.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Imaginem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Change an image that affects one sense into a faerie. Each additional sense the original image affects, or each additional sense that the faerie image can affect (giving a portrait a voice, for example), adds one magnitude to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Mentem faeries are dangerous to experiment with as they live in the mind and can sometimes take it over. They are typically associated with stories and the imagination, and their host might find herself thinking about friends no one else sees, or interacting with these creatures in dreams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Mentem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie in a person’s mind.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie ghost.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Mentem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change an emotion, memory, or thought into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Release a faerie from a person’s mind (with requisites appropriate to its new form).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terram&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the mountains tend to be gruff and slow, though like avalanches they can sometimes move with surprising speed. Those associated with earth are often warm and soft-hearted, while faeries of stone can be cold and passionless. Iron faeries are usually wicked and demonic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Terram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Create a faerie associated with sand, dirt, mud, or clay.&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Create a faerie associated with stone or glass.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie associated with base metal.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Create a faerie associated with precious metal.&lt;br /&gt;
* &#039;&#039;&#039;Level 35:&#039;&#039;&#039; Create a faerie associated with gemstone.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Terram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Change dirt, sand, mud, or clay into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change stone or glass into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change metal or gemstone into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vim&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Vim faeries are the most unpredictable of all, essentially raw magic given life. They are associated with supernatural effects and especially Warping, and are drawn to auras, spells, and enchanted devices. They have powers similar to daimons (see The Mysteries Revised Edition, Theurgy). Note that spells changed into faeries only last as long as the original spell, even if the transformation spell has a longer duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Vim&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Create a faerie daimon.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Vim&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Gen:&#039;&#039;&#039; Change a spell or effect of level less than or equal to (this spell’s level + 5) into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; Change vis into a faerie, with (number of pawns x 5) Might Points, using up the vis in the process.&lt;br /&gt;
&lt;br /&gt;
==== Becoming (Major Arcadian Mystery) ====&lt;br /&gt;
This Mystery teaches the maga how to become a faerie, as Quendalon was reputed to have done (though some secretly think it actually destroys the maga and summons a faerie to take her place). It is an irreversible process with many strange effects, both beneficial and otherwise, and the character must be prepared to undergo dramatic changes to her magic and her being that alter her very nature.&lt;br /&gt;
&lt;br /&gt;
There are three primary transformation rituals associated with Becoming, each one changing a different part of the maga: her body, her mind, and her spirit. This is done through a special kind of laboratory activity that only Merinitae who have Initiated this Mystery can attempt. The maga must perform all three rituals to become entirely fay, in any order, and each requires a season of effort, wherein the maga’s Lab Total must equal or exceed the level of the ritual.&lt;br /&gt;
&lt;br /&gt;
The Technique and Form used determine what sort of faerie the maga becomes, and these may differ for each part of the enchantment: Transformation of the Body changes her appearance, Transformation of the Mind changes her personality, and Transformation of the Spirit changes her magic. After the enchantments are finished, the maga finds her being fundamentally altered to conform to these Arts. For example, Creo Ignem might cause her to look younger and swarthier, Intellego Animal might make her more prone to act on her instincts and curiousity, and Perdo Auram might associate her Might with the destructive properties of the weather.&lt;br /&gt;
&lt;br /&gt;
Each transformation ritual has its own criteria for determining the level of the effect, but until she has a Might Score, the maga’s Lab Total cannot exceed her Warping Score multiplied by her Faerie Magic score. Prior to that time, she must use the lesser of the two formulas as her total. After her Transformation of the Spirit, she no longer has this limitation. For this reason, Merinitae often devote themselves to magical experiments and adventures that cause them to gain more Warping Points before performing these rituals.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Becoming Lab Total Limit|Warping Score x Faerie Magic}}&lt;br /&gt;
&lt;br /&gt;
Like Initiating Mysteries, all of these transformation rituals are affected by Ordeals, either from previous Initiations or undertaken during the season of the transformation. Multiply the appropriate bonus for the Ordeal by five, and subtract it from the required level of the enchantment. For example, gaining a Major Flaw during a ritual would reduce the level of the first enchantment by 45, the next by 30, and the next by 15. This also counts as having Initiated a Mystery when applying that Ordeal to subsequent Mystery Initiations or rituals.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ordeal Modifier|Level – (Initiation Modifier x 5)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Body:&#039;&#039;&#039; The maga does not age and never suffers Fatigue. She no longer has Fatigue Levels, and cannot exert herself as others do, either in combat or to cast spontaneous spells, though she may simulate this exertion by spending a Confidence Point. As part of the enchantment, her apparent age and appearance become fixed on the cusp of two different phases of life: this is usually either her youth, right after puberty; or adulthood, when her hair first begins to turn gray; or old age, when her hair has become completely white. The level of the enchantment is the character’s true age (the number of years that have passed since she was born) minus 35, plus five times her Decrepitude Score.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Body|(Character’s Age – 35) + (5 x Decrepitude Score)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Mind:&#039;&#039;&#039; The maga needs no sleep. This means she has two additional free seasons each year, though she cannot perform laboratory activities during them. She can study or adventure, however, and can save up her extra time for the beginning or end of a season, so that she may finish lab projects in two months instead of three, and may spend up to sixteen days away from the lab with no penalty. However, she cannot learn any new Abilities ever again — she can improve Abilities she already possesses, but she cannot gain new ones — and she cannot invent spells or magical effects that are not at least [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to spells she already knows. This limits her spontaneous magic and her laboratory inventions, though she can still master the spells she has learned. The level for this enchantment is the total of her scores in all of her Abilities.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Mind|Total Score in Abilities}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Spirit:&#039;&#039;&#039; The maga sacrifices The Gift and becomes a faerie creature. This makes her immune to Warping and gives her Faerie Might, which she may use for Magic Resistance and Penetration. She may still cast spells and perform laboratory activities, but doing so costs her one Might Point for each magnitude of the effect. She is also affected by wards like Aegis of the Hearth and other powers that affect faeries. The level of this enchantment is the total of her scores in all of her Arts, and once it is completed she gains a Might Score equal to half her Becoming Lab Total.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Spirit|Total Score in Arts}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Faerie Might Score|Becoming Lab Total / 2}}&lt;br /&gt;
&lt;br /&gt;
After the maga has become a faerie, she may strengthen her connection to the Faerie realm by performing lesser transformation rituals, further empowering the enchantment. In this way, the maga can give herself faerie powers or better imitate aspects of humanity that she has given up in the Becoming ritual. Here are three examples of lesser transformation rituals, though other rituals that impart faerie powers may exist, and could be discovered through experimentation or original research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Altering the Enchantment:&#039;&#039;&#039; The maga can make herself appear older or younger, and can choose a different Technique and Form to determine her physical appearance; or she can alter the Arts that determine her faerie personality; or she can increase her Might Score and change the associated Form. The level of this enchantment is the same level as the transformation ritual she is altering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspired Knowledge:&#039;&#039;&#039; The maga can give herself a score of 1 in a new Ability, so long as she could learn it if she were human and has set aside 5 experience points for it. She can also master spells in this way, assuming she knows the spell she wishes to master. The level of this enchantment is the sum of her scores in all Abilities that belong to different categories. For example, when learning a Martial Ability she would add up her scores in non-Martial Abilities, including spell mastery Abilities, to determine the effect level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Empowered Faerie:&#039;&#039;&#039; The maga can learn a new spell, essentially a faerie power that she can activate with her Might. The level of the enchantment is equal to the level of the spell she will gain, which costs her a number of Might Points equal to its magnitude to cast. Exceeding the level by five reduces this Might cost by one, so that doubling it makes the spell cost nothing. She can also reduce the cost of spells she already knows with this same ritual. Likewise, she can increase the number of Might Points a power costs to activate in the same way, if she wishes to increase her Penetration Total.&lt;br /&gt;
&lt;br /&gt;
===== Becoming and Familiars =====&lt;br /&gt;
When a maga becomes a faerie, she is affected by Merinita’s enchantment in exactly the same way as a faerie. The cords begin to feel like heavy chains, and the bond becomes a hateful form of oppression by her familiar. Unless she has forged the balancing negative cords, the connection between them decays as normal, even if both of them are faeries. Some Merinitae theorize that there must be another ritual to transform the magical cords into faerie cords, which could allow two faeries bonded together to suffer no ill effects, but if that is possible it has not yet been discovered.&lt;br /&gt;
&lt;br /&gt;
==== The Line of Quendalon ====&lt;br /&gt;
After the House Divided, Quendalon took many new apprentices, desiring to share the knowledge he had gained from Faerie with his loyal followers. He also taught other magi his secrets, without requiring anything from them in return, in order to spread his magic throughout the Order. These magi came to be known as the Line of Quendalon. In return for his fantastic powers, Quendalon asked only that they join his House, and pledge their loyalty to him as Primus. Since then, the leaders of the House have all descended from this line, including Rhiannon, Vinaria, and Handri.&lt;br /&gt;
&lt;br /&gt;
Quendalon Initiated his followers in all three Arcadian Mysteries, and characters descended from his lineage may Initiate Arcadian Travel or Animae Magic through one of many well-known Initiation Scripts. Having himself been raised by faeries, Quendalon was said to have encouraged all of his followers to place Gifted children in their care, and so many of his line have Faerie-Raised Magic. Others commonly have a Major Magical Focus with Faerie. When they believe they are ready, having mastered the other Inner Mysteries, the elders of the line Initiate their filii into Becoming, and assist them in the transformation from human to faerie.&lt;br /&gt;
&lt;br /&gt;
Quendalon never took a familiar, and so these Merinitae are less critical of those who choose to forgo the Founder’s ritual, though they often have faerie friends and maintain complex relationships with the fae. The most popular Arts in this lineage are Vim, Muto, and Creo, and most Merinitae study a Form that represents the type of faeries in which they are most interested. Quendalon is said to have particularly favored Terram.&lt;br /&gt;
&lt;br /&gt;
These magi are sometimes associated with the name “The Last Commission,” in reference to a legend that Bonisagus himself smiled upon Quendalon’s efforts, charging him with the task of making the power of the Faerie realm more accessible to all magi. For this reason, Quendalon’s followers occasionally Initiate magi from other Houses, particularly Bonisagus. Many of them are Seekers, and more than any other Merinitae they devote themselves to experimental research and exploring the frontiers of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Line of Quendalon Initiation: Animae Magic|21 (Major Virtue known to the Mystagogue)|+16|The Initiate must spend a season visiting a Faerie aura, studying its inhabitants, and taking detailed notes on their behavior and relationships (+3). Then she must find and befriend the faerie that is most appropriate to her highest Technique and Form (+1), taking the Faerie Friend Flaw (+3). To secure its lasting friendship, she must make a bargain with it, giving up a uniquely human quality that cannot be replaced, such as the color of her eyes, all memory of her parents, or her first-born child (+6). She also receives a Prohibition never to break her word, or she will suffer a faerie wasting sickness (+3).}}&lt;br /&gt;
&lt;br /&gt;
=== Folk Mysteries ===&lt;br /&gt;
The common people have collected a great deal of wisdom about faeries over the years, and Merinitae have adapted that folklore into a unique set of Mysteries. These explore faerie magic associated with charms (see above), including charms that focus spells on particular targets, charms that invoke archetypal events, and charms that harness the power of symbols and sympathetic magic in the lab.&lt;br /&gt;
&lt;br /&gt;
==== Charm Magic (Minor Folk Mystery) ====&lt;br /&gt;
This Inner Mystery allows a Merinita to incorporate charms into her spells, making them more potent through sympathetic magic. This requires that she first invent a spell that incorporates a specific charm; this can be done with spontaneous, formulaic, or ritual spells. She must decide how the charm applies to the target and include this in the spell description. For example, if the name “Darius” were integrated into a spell, she could use a “Darius” charm when casting it on a target named Darius. Likewise, a spell might involve “winter,” “an axe,” or something “red.”&lt;br /&gt;
&lt;br /&gt;
A single charm imparts a +2 bonus to the Casting Total of the spell. The maga may incorporate the charm specified by the spell into her actions whenever she casts it; she must either create the temporary charm at the time of casting or have the object associated with a permanent charm at hand. When casting spells with the charms described above, she might tell a story about a person called Darius, or draw a picture that depicts winter, or whittle a stick into the shape of an axe, or play a song that suggests the color red.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Mari Amwithig of Merinita has Initiated Charm Magic, and modified her spell Slay the Innocent (PeCo[An]30) to include an “enemy” charm. She spends three hours composing a poem about an enemy, inscribing it on a fine piece of tanned vellum, and succeeds at her Communication + Language roll against Ease Factor 9. Whenever she reads this poem from the scroll while casting her spell on one of her enemies, she receives a +2 bonus to her Casting Total.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A spell can also incorporate several charms at once: when she invents the spell, the maga specifies all the charms it involves, up to as many as her score in Faerie Magic. There are also several categories that can be used to describe charms. These help to explain in what way a charm applies to the target, and are noted next to the charm like so: “Darius” (character), “winter” (event), “axe” (item), “red” (aspect). The maga receives a +1 bonus to her Casting Total for each charm incorporated into the casting, and an additional +1 bonus for each category represented by these charms. For example, a spell designed to affect a “magus” (character) named “Darius” (character) in “winter” (event) would give the maga a +5 Casting Total bonus; +3 for three charms, and +2 for two different categories.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Casting Total Bonus|+1 for each charm, +1 for each category represented}}&lt;br /&gt;
&lt;br /&gt;
The maga can also use charms to improve the effectiveness of her Penetration using an Arcane Connection to the target. This increases her Penetration Multiplier by one for each category beyond the first represented by the spell, in addition to the normal +2 for a [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Arcane Connections|symbolic representation]]. A spell designed to affect “Darius” (character) in “winter” (event) would give the maga +3 to her Penetration Multiplier when cast with an Arcane Connection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Sympathetic Connection Bonus|+2, +1 for each category beyond the first}}&lt;br /&gt;
&lt;br /&gt;
When casting a spell associated with several charms, the maga can design a single charm that incorporates all of the different concepts at once. For example, instead of writing three different songs, one about a “magus,” another about “Darius,” and a third about “winter,” she can write a single song about “Darius the magus in winter.” However, each additional concept adds 3 to the Ease Factor for making a charm, so that the song “Darius the magus in winter” would require a Communication + Music roll against an Ease Factor of 12 to compose.&lt;br /&gt;
&lt;br /&gt;
Spells may be designed so that the target is itself the charm, if the effect produces an artistic or poetically satisfying result. This requires about ten minutes of preparation and an Intelligence + Finesse roll against an Ease Factor of 6 to succeed. For example, a spell intended to turn a person into a lion could play upon the fact that both the warrior and a lion are brave, and so the spell could be designed to incorporate a “brave” (aspect) charm. However, the charm would have no effect if the target were not particularly Brave.&lt;br /&gt;
&lt;br /&gt;
At the storyguide’s discretion, charms that are absurdly broad — such as “a person” (character) or “Mythic Europe” (place) — give no bonus. Charms that the storyguide thinks inappropriate to the situation at hand may also fail. Anyone might be an “enemy,” for example, and so it may be necessary for the player to adequately explain how the charm distinguishes the spell’s target from other possible targets in order to receive the bonus.&lt;br /&gt;
&lt;br /&gt;
A spell incorporating charms may be cast without the charms being at hand, or on a target that does not correspond to the charms. However, the bonuses only apply if the maga has the charms and the target is appropriate.&lt;br /&gt;
&lt;br /&gt;
Instead of increasing her spell mastery abilities, a maga may devote mastery experience to associate additional charms with her formulaic spells. For each charm, this costs her 1 experience point per magnitude of the spell being modified. Any of the charms associated with a spell may be used when casting that spell, though the total number of charms incorporated into a spell’s casting can never exceed her score in Faerie Magic.&lt;br /&gt;
&lt;br /&gt;
===== Charm Categories =====&lt;br /&gt;
* &#039;&#039;&#039;Adage:&#039;&#039;&#039; “There is truth in wine,” “Power corrupts,” or “Out of sight, out of mind.”&lt;br /&gt;
* &#039;&#039;&#039;Aspect:&#039;&#039;&#039; A particular quality of the target, such as small, drunk, lazy, or rough.&lt;br /&gt;
* &#039;&#039;&#039;Character:&#039;&#039;&#039; The target’s name, occupation, title, bloodline, nickname, age, or birthmark.&lt;br /&gt;
* &#039;&#039;&#039;Event:&#039;&#039;&#039; What the target is doing: a chase, seeking justice, in love, a rescue, or a quest.&lt;br /&gt;
* &#039;&#039;&#039;Item:&#039;&#039;&#039; The target’s shape or material, or an object strongly associated with the target.&lt;br /&gt;
* &#039;&#039;&#039;Place:&#039;&#039;&#039; The location of the target: a forest, mountain, covenant, village, or ship.&lt;br /&gt;
&lt;br /&gt;
==== Story Magic (Major Folk Mystery) ====&lt;br /&gt;
Folk magicians know that things must always happen a certain way in a medieval story, and believe that they themselves are taking part in an unfolding story. This Mystery allows the maga to influence the story of her own life, by using a kind of folk magic that alters the course of events by inspiring particular circumstances, as they should happen in a medieval story. She brings about conditions that match the way that things would be in a myth or legend, just as faeries come into being according to popular beliefs and stories.&lt;br /&gt;
&lt;br /&gt;
Story Magic requires that the maga first design a &#039;&#039;&#039;story charm&#039;&#039;&#039;. This is a special kind of charm that cannot be designed spontaneously, as it draws upon a unique quality of an event. For example, to make a “magus” story charm, she might need a connection to a particularly impressive magus. Perhaps to create a “winter” story charm, she would need to remember lying in a snowbank on the coldest night of the year. An “axe” story charm might require an especially fine axe, once used to chop down an entire forest. Finding an appropriate object to associate with a story charm might be part of a special quest, like locating a compatible animal for a familiar. Without this legendary frame of reference, a maga cannot make an effective story charm.&lt;br /&gt;
&lt;br /&gt;
Once inspired, the maga prepares the charm as normal: she obtains an appropriate object to hold the charm and spends several hours designing it. Then she rolls the associated Characteristic + Ability against an Ease Factor of 9. Like Charm Magic charms, the charm should be given a descriptive term associated with a category (adage, aspect, etc.) to which the story event applies. After enduring a memorable siege, for example, she might make a “castle” (place), “battle” (event), or “haste makes waste” (adage) charm.&lt;br /&gt;
&lt;br /&gt;
A story charm may be used at any time, though it is most appropriate when the character is on an adventure of some sort. Activating it requires the maga to spend a Confidence Point. Afterward, the idea of the charm manifests at some point during the session: an event takes place, an object turns up, another character is affected, or a theme is emphasized, usually to the maga’s benefit. The player may give suggestions for what she wants to happen, but the storyguide determines the actual results, somehow incorporating the concept of the charm into the narrative. This story element is entirely at the storyguide’s discretion; it must come into play, but does not necessarily come about as the player expects, and it is even possible for the effect to escape her notice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: After Initiating Story Magic, Mari Amwithig manages to trick a faerie lord out of his birthright, and she represents this experience with a silver crown. She writes a poem about her cleverness, choosing a “shrewd” (aspect) charm, and beats an Ease Factor of 9 on her Communication + Language roll: the crown becomes a story charm. Later, before entering a faerie market, she puts on the crown and spends a Confidence Point, quietly reciting her poem to herself. Because of this, the storyguide rules that she bargains particularly well, and shrewdly trades a cask of wine for a goblin servant who will obey her for a year and a day, or until she asks it a question it cannot answer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Generally, a story charm should be applicable to the current situation, manifesting as a clue to a mystery, or an ally with a useful bit of aid. Perhaps it could be represented as a temporary bonus to certain rolls. It is not miraculous or even very powerful, but should make the player feel as if she has some additional control over the direction of the scene. Think of it like a Minor Story Flaw that applies to the adventure as a whole, which the maga can take advantage of if she watches for it. If a clear mechanical benefit is needed, assume the character has a +3 bonus on all rolls associated with the charm for the entire scene.&lt;br /&gt;
&lt;br /&gt;
The maga may also substitute story charms for charms in Charm Magic spells. In this way, story charms are like “wild cards” for their particular charm category. A story charm can be used in place of any charm from its same category: a maga could substitute a “guide” (character) story charm for a “magus” (character) or a “Darius” (character) charm when casting a spell that incorporates one of those charms, since they all affect characters. This still costs the maga a Confidence Point to activate the charm.&lt;br /&gt;
&lt;br /&gt;
==== Symbolic Magic (Major Folk Mystery) ====&lt;br /&gt;
Symbolic Magic encompasses several laboratory activities associated with charms and the symbols used in sympathetic magic.&lt;br /&gt;
&lt;br /&gt;
A maga with Symbolic Magic may use charms when designing invested devices, up to as many charms as her score in Faerie Magic, adding double the charm and category bonuses to her Lab Total instead of her Casting Total. If used with an Arcane Connection, this also increases the Penetration Multiplier for the device, which is only useful if some levels are set aside for Penetration. As the charms are built into the effect at creation, the effect cannot affect a target that is not covered by the charms, unlike a spell using charms, which merely loses the bonus. The trigger action must also incorporate these charms, so the effect cannot have an environmental or linked trigger, though the maga may still restrict who can use the device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Mari Amwithig’s parens builds her an enchanted flute with several invested effects using Symbolic Magic. One of them is an effect that allows her to speak with animals (InAn20). This incorporates three charms: “this animal can fly” (aspect), “dark” (aspect), and “one hears only what one wants to hear” (adage), which gives him a +10 bonus to his Lab Total (three charms and two different categories, doubled). This limits the effect to dark animals that can fly, and neither she nor the animal will hear something they do not wish to hear. If she has an Arcane Connection to the animal, she receives a +3 bonus to her Penetration Multiplier. To activate the flute, she must play a song about flying, darkness, and hearing what one wants to hear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A maga with this Virtue can also add charm bonuses to her talisman. Like attuning it to an effect associated with its shape or material, the maga can modify her talisman to act as a charm in particular circumstances, increasing her Casting Total whenever those circumstances apply, as with Charm Magic. A talisman may be attuned to as many charms as she likes, but only one charm may be attuned each season, and no more charms than her score in Faerie Magic may be incorporated into a single effect.&lt;br /&gt;
&lt;br /&gt;
A maga with Symbolic Magic may design permanent charms that other characters may use, creating symbolic representations or integrating the effects of Arcadian Travel or Story Magic into objects that characters without those Mysteries can carry. The wielder activates the charm instead of the maga who designed it, and so must spend the necessary Confidence Point, or concentrate upon the trod’s destination, when the charm is used.&lt;br /&gt;
&lt;br /&gt;
Finally, the maga gains the ability to design ritual spells that use a new Symbol Range, Duration, and Target, described below. Each ritual requires that she make a symbolic representation that identifies the target through at least three different charms (this requires Faerie Magic 3 and a Characteristic + Ability roll against an Ease Factor of 12 to design the symbol). For example, a portrait designed to affect the Faerie Queen of Irencillia at Symbol Range might include a “queen” (character) charm, a “winter” (event) charm, and a “faerie” (character) charm. To use Symbol Range, Duration, and Target together in one spell would require a total of nine charms (requiring Faerie Magic 9).&lt;br /&gt;
&lt;br /&gt;
If any of the charms do not apply when the ritual is cast, the spell fails; if any of the conditions associated with these charms cease to apply while the spell is still active, the effect ends immediately.&lt;br /&gt;
&lt;br /&gt;
Each use of a symbol requires a unique ritual spell. However, if the charms are described broadly enough, the same ritual can be used again in different &lt;br /&gt;
circumstances. For example, the ritual spell described above could affect a human queen with faerie blood when cast in winter, so long as new “queen,” “winter,” and “faerie” charms were fashioned to identify her.&lt;br /&gt;
&lt;br /&gt;
===== Symbol Range, Duration, &amp;amp; Target =====&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Range): You can affect something represented by a symbol as if you had an Arcane Connection to it, essentially allowing you to create an Arcane Connection to your target. This spell must be a ritual, but is otherwise equivalent to Arcane Connection range. If the symbol does not uniquely describe the target, the spell fails, since an Arcane Connection must be specific to a single target (unless cast with Target: Symbol).&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Duration): The effect lasts as long as the symbol does (and the symbol must be a physical object, so that a poem or song, for example, must be written down). If the symbol is broken, erased, falls apart, dies, or is otherwise damaged, the spell ends. If the target changes so that any of the qualities of the symbol no longer apply, the spell is interrupted, but the effects return once these qualities are true again — unlike the Until (Condition) Duration, this effect can outlive the caster. It is the same level as Year, and requires a ritual to cast.&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Target): You affect all targets represented by the symbol within range of the spell. It is calculated at the same level as Boundary, though it is essentially a large Group, and modifiers according to the size of the target apply. It must be cast as a ritual.&lt;br /&gt;
&lt;br /&gt;
==== Heirs to Merlin ====&lt;br /&gt;
At the inauguration of House Ex Miscellanea in 817, there was a great party of non-Hermetic wizards from the British Isles who accompanied Pralix to the Rhineland and participated in her welcoming ceremony as the thirteenth House. Among these were a Welsh seer named Emrys and his six-year-old son Ambrosius. Emrys had forseen that his son would die while still a child, but made a pact with the faeries of his homeland to trade his own life instead. He had long served as a magical advisor to a faerie court, and by order of the faerie king he was granted a stay of seven years and a day (the remaining time his son would have lived) to see to the boy’s future before taking his place in the Halls of the Dead.&lt;br /&gt;
&lt;br /&gt;
Emrys was interested in his son’s joining House Merinita: at the same Tribunal that Emrys swore the Oath, Quendalon announced his House’s new dedication to Faerie. The jewel-eyed Primus listened to the seer’s story, accepted his charge, and took the boy back with him to Irencillia. Emrys went with them, remaining long enough to see his son settled and formally adopted as Quendalon’s apprentice, before returning to Wales to face his end. It was said that afterward, those with Second Sight could sometimes see the spirit of Emrys watching over the boy during the summer months.&lt;br /&gt;
&lt;br /&gt;
Ambrosius of Merinita obviously had strong faerie heritage (his mother was a faerie enchantress, or so it was said) and had already demonstrated signs of potent supernatural abilities before Quendalon Initiated him into the secrets of Faerie Magic. As he grew, he began to demonstrate an instinctive knowledge of other Mysteries, magic associated with charms and symbols, and with fortune and fate. He had a remarkable affinity for making symbolic predictions, and wrote many of these on long scrolls in poetic couplets.&lt;br /&gt;
&lt;br /&gt;
He took apprentices of his own, and by his example they learned to perform similar feats of prophecy, though each of them used a different medium. One of his followers carried a set of carved stones with symbols on them, which he would throw and consult when casting his spells. Another was a musician, who would compose a different song for each charm. A third was interested in heraldry, and made charms based on colors and devices.&lt;br /&gt;
&lt;br /&gt;
This Hermetic lineage still survives as the “Heirs to Merlin,” for many claim that Ambrosius’s father was descended from the great wizard of old. Their followers often act as advisors to faerie courts — magi are not supposed to serve as court wizards to mundanes, as that is considered beneath their dignity, but there is no reason a magus cannot swear fealty to a faerie king or queen, so long as he does not invite their wrath upon the Order as a whole.&lt;br /&gt;
&lt;br /&gt;
The Heirs may Initiate Charm Magic or Story Magic, and typically learn Symbolic Magic later in life, usually after their masters retire and they take over their positions at court. Many of them have Faerie Blood and often develop Premonitions, Second Sight, or a Major Magical Focus with charms. Binding The Gift is also common. Intellego is by far their most popular Art. They often swear fealty to faerie lords or ladies when Initiating Faerie Magic, and their Initiatory Quests for the Inner Mysteries might involve serving their will, protecting their realms, or making war against their enemies.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Heirs to Merlin Initiation: Charm Magic|15 (Minor Virtue known to the Mystagogue)|+8|The Initiate must choose a particular kind of charm Ability and spend a year as an apprentice to a master of the art (+1). She must then design a charm for a faerie noble using very expensive materials (high quality wood, an exceptional instrument, a rich costume, or gold ink) (+1) that depicts a special symbolic quality of her patron (+3), first seeking out and obtaining a unique object of myth or legend to associate with the charm (+3), such as an artifact that once belonged to a famous magus or historical figure of old.}}&lt;br /&gt;
&lt;br /&gt;
== Story Seeds ==&lt;br /&gt;
=== History Seeds ===&lt;br /&gt;
* If Merinita is still alive, perhaps her familiar also lives. A group of hunters tells a story of a magnificent stag they could not fell in a nearby forest, and this might lead to an investigation, perhaps to track down the Founder by following the cords that bind her to the great beast.&lt;br /&gt;
* Some say Quendalon went mad and tore out his eyes before disappearing, but that these precious stones were lost. They were invested with great magic, but also cursed to slowly transform the possessor into a faerie over time. Perhaps a companion purchases one of these gems from a jeweler who is anxious to be rid of it.&lt;br /&gt;
* The grogs find a serpent hiding in one of the covenant buildings, but they cannot kill it. Hermetic investigation reveals that it has great power, but does not have any Might. Its thoughts make no sense but it burns with vengeance. Those who know the history of House Merinita might wonder: could this be Myanar?&lt;br /&gt;
&lt;br /&gt;
=== Society Story Seeds ===&lt;br /&gt;
* On a particular day of the year, the entrance to a faerie regio becomes a trod leading directly to Arcadia, as the characters happen to discover, though they do not recognize the difference at first. They soon discover that in this part of Faerie, all of their custos can work magic, but that the magi have temporarily lost their powers.&lt;br /&gt;
* The characters discover a young woman in an underground cavern, undisturbed for centuries, who appears to be asleep. Her finger has been pricked with a pin, which is lying nearby and marked with the symbol of the goddess Juno. Players might recognize this variation on the “Sleeping Beauty” myth, and thus figure out how to wake the girl.&lt;br /&gt;
* A Merinita archmagus resents the attention given to Roman deities by the Order, and seeks instead to revive the Norse gods of war and destruction worshiped by his ancestors. Is this something with which the characters should interfere? How can they stop one pantheon from regaining strength, while encouraging another?&lt;br /&gt;
&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita&amp;diff=20021</id>
		<title>Houses of Hermes: Mystery Cults Chapter Four: House Merinita</title>
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		<updated>2024-11-23T16:49:00Z</updated>

		<summary type="html">&lt;p&gt;Audrey Azura: Adding folk magic&lt;/p&gt;
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&lt;div&gt;{{InWorldCitation|When we admire nature, in fact we appreciate how her beauty resembles that of humanity. We admire a fine, healthy tree as we admire a stout yeoman of the forest; we see a face in the clouds and marvel at his moods. We see the nature of the world in human terms, and the Fair Folk are merely these fancies given form — the tree becomes the man, the cloud becomes the face — and to admire them is to admire the essential truth that is the foundation of their being. No, I have not abandoned nature: I simply visit her now through intermediaries.|Quendalon, first Primus of House Merinita}}&lt;br /&gt;
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{{InWorldCitation|Kill the traitor! Kill the imposter! Kill the changeling!|Myanar, former Prima of House Merinita}}&lt;br /&gt;
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Provocative, playful, secretive, sinister: like the beings with which they associate, House Merinita defies concise description. As no two faeries are exactly alike, no two members of the House are exactly the same. They learn magic to study and serve the fae, or placate and protect them, or perhaps command and coerce them. There is no unity in the association of these magi; they are a collection of individuals with a shared Hermetic history, little hierarchy or structure, and nothing but their wild assortment of Mysteries in common.&lt;br /&gt;
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These magi essentially serve two masters: the Magic and Faerie realms. They have The Gift and they practice Hermetic magic; yet they are drawn to the faeries, and appreciate their unpredictable and inspirational nature. Merinita magi thus maintain a delicate balance between this raw power of the wild unleashed, and the subtle charms and jinxes of Arcadian wonder. These are the secrets of the many cults that make up their House: theirs are the Mysteries of magic and faerie combined.&lt;br /&gt;
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The House is named for Merinita, the woman who swore the Hermetic Oath to Bonisagus and joined the Founders when they first assembled, but many consider her follower Quendalon to be the true force behind its identity, and some erroneously refer to him as one of the original Founders. Most “Merinitae” are not given to keeping meaningful records or histories, but they do famously appreciate stories, and some that concern the Founder and the history of the House are still told among magi who have an interest, by those who claim to have them from others who were there. One with great currency reports that Quendalon normally wore a heavy cloak with a hood that covered his eyes, and many Merinitae affect this garb on occasion.&lt;br /&gt;
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== Key Facts ==&lt;br /&gt;
* &#039;&#039;&#039;Population:&#039;&#039;&#039; 68&lt;br /&gt;
* &#039;&#039;&#039;Primus:&#039;&#039;&#039; [[Guardians of the Forest Chapter Ten: Bohemia#Handri, Primus of House Merinita|Handri]], a secretive man who shares his plans only with his most trusted advisers&lt;br /&gt;
* &#039;&#039;&#039;Domus Magna:&#039;&#039;&#039; [[Guardians of the Forest Chapter Ten: Bohemia#Irencillia|Irencillia]], in the Rhine Tribunal&lt;br /&gt;
* &#039;&#039;&#039;Favored Tribunals:&#039;&#039;&#039; The Rhine and Hibernia&lt;br /&gt;
* &#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Natura veritas unica&#039;&#039; (“nature is the only truth”) — most Merinitae interpret this as concerning the essential natures of things, rather than nature as a place or state.&lt;br /&gt;
* &#039;&#039;&#039;Symbol:&#039;&#039;&#039; Merinita’s sigil, an oak tree within a circle&lt;br /&gt;
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=== Famous Figures ===&lt;br /&gt;
* &#039;&#039;&#039;Merinita:&#039;&#039;&#039; Founder, introduced the enchantment that binds a familiar&lt;br /&gt;
* &#039;&#039;&#039;Quendalon:&#039;&#039;&#039; first Primus, discovered the faerie Mysteries&lt;br /&gt;
* &#039;&#039;&#039;Myanar:&#039;&#039;&#039; second Primus, disgraced, her line exiled&lt;br /&gt;
* &#039;&#039;&#039;Alsia:&#039;&#039;&#039; invented the ritual for temporary familiars&lt;br /&gt;
* &#039;&#039;&#039;Ambrosius:&#039;&#039;&#039; brought folk Mysteries to the House&lt;br /&gt;
* &#039;&#039;&#039;Pendule:&#039;&#039;&#039; helped his followers develop the illusion Mysteries&lt;br /&gt;
* &#039;&#039;&#039;Farrago:&#039;&#039;&#039; discovered three additional familiar cords&lt;br /&gt;
* &#039;&#039;&#039;Mendalus:&#039;&#039;&#039; argued for a return to Merinita’s ways&lt;br /&gt;
* &#039;&#039;&#039;Merinugalaudabila:&#039;&#039;&#039; renewed House interest in certamen&lt;br /&gt;
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== History ==&lt;br /&gt;
Before the Order of Hermes was formed, Merinita was already well known, at least by reputation. It was said among other wizards of the time that a white-haired woman dressed in green traveled alone through the wild lands of Europe, often vanishing into the great forests without a trace of her passing, a woman without equal in nature magic. She could see everything that happened in these places, she knew every bird and beast that lived in them, she could take any shape she chose, and she could command the spirits of the very trees themselves. Yet she was not savage, according to those who had met her, but wise; a woods-woman and healer at home in the forest and perfectly attuned to the wild. She was also intensely shy, and said to only speak when absolutely necessary.&lt;br /&gt;
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Trianoma devoted an entire year to searching for Merinita, to invite her to come with her to meet Bonisagus and to join the Order of Hermes. Many times she approached one of the dark forests where Merinita was rumored to dwell and called out her proposal to the shadows of the trees, but never received an answer. Yet in 767, as the Founders gathered to discuss Trianoma’s vision, Merinita emerged from the forest and quietly joined their circle. Her reasons for joining were never clear; her followers say that she herself did not know why, but felt compelled by a will greater than her own, as if the forest itself required it of her.&lt;br /&gt;
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Merinita’s oath to the fledgling Order was binding, and she timidly went to Bonisagus to teach him some of her powers in return for his Parma Magica. According to the few surviving accounts, this was a tedious process, for though Merinita obviously knew a great deal, especially about healing and nurturing plants and living creatures, there was little that she could find to teach Bonisagus, either because she was unable to communicate her mystic understanding, because he had already adapted the ancient healing rituals she practiced into Magic Theory, or because she was unwilling to share all of her secrets.&lt;br /&gt;
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She eventually demonstrated the ability to join her mind, body, and spirit with an animal, and this was integrated into Hermetic teaching as the enchantment that binds a maga to her familiar. The first ever such creature was a great stag, summoned to Durenmar by Merinita. This beast, the maga tersely explained, was her kindred spirit, whose thoughts and feelings she shared. Magical cords bound him to her and her to him, and joined their hearts and minds as surely as if they were one person. She identified three cords that created this bond, though she indicated that there could be others.&lt;br /&gt;
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After the Founding, Merinita did not immediately seek out followers as other Founders did. She became very close to Birna, the Founder of House Bjornaer, for the two of them shared similar philosophies. Where Birna had a deep, spiritual connection to the wild through her heartbeast, Merinita had a comparable relationship with nature through her familiar. Together they adapted rites from many ancient wilderness cults, creating the Initiation ceremonies that Birna and Merinita used to teach others their secrets.&lt;br /&gt;
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As word of the new Order spread throughout Mythic Europe, many would-be wizards traveled to the Rhine from distant lands in search of the lady in green, to study her Mysteries and learn from her wisdom. She eventually accepted these disciples as her followers, and taught them what she could of Hermetic magic. She encouraged them to spread out and settle in many different parts of the world, and she often traveled among them, guiding and nurturing them as she had once done for the forests. In time, however, the duration and frequency of these visits dwindled.&lt;br /&gt;
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Then, sometime before the ninth century, Merinita simply disappeared. Her followers had expected to see her at the Grand Tribunal in 799, but she never arrived and left no word, and it was only later that some of them recalled her having spoken about being on the verge of a discovery, what she called “the mystery of the eternal spirit of the wild.” She was last seen 14 years previously near Bohemia, and many guessed that she had gone south into Hungary or east into Poland, though others speculated that she had lost herself in one of the many great forests in the area.&lt;br /&gt;
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In her absence, the House was to be guided by her eldest follower, a magus named Quendalon (Cuin-dallán, “little blind sovereign”), one of the first who had sought out the Founder to become her disciple. He was originally from the Ulster region of Ireland and had been raised among the fae, and believed that his Hermetic magic could be dramatically improved with their gifts. He had spoken with the Founder about this, and after the Grand Tribunal, he declared his intention to visit the faeries that lived in a certain forest in Bohemia. He announced that until he returned, Merinita’s next-eldest follower, Myanar, would be Prima.&lt;br /&gt;
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Myanar took up governance of the House from her own covenant, also in Bohemia, at the site of Merinita’s first home. Several other magi joined her there, including three hunter-priestesses of Artemis who had traveled from Asia Minor to join the House, and a Roman master of shape-changing. Myanar herself came from Bulgaria, and was descended from a mythic lineage known as the Line of Muj; one of her ancestors had made a pact with a magical guardian spirit of the Balkans, which blessed him and his children with supernaturally great strength and power over storms.&lt;br /&gt;
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=== The House Divided ===&lt;br /&gt;
What happened then is very difficult to piece together, as the next few years included some of the strangest events in Hermetic history, filled with terrifying violence and upheaval uncharacteristic of the House. What few details survive from firsthand accounts are contradictory and garbled, and even the dates are confusing and do not always make sense. Yet as far as can be determined by those who have carefully studied the House Divided (as Merinitae have come to call it), the sequence of events proceeded as follows.&lt;br /&gt;
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Two years after Myanar became Prima, a stranger arrived at her covenant, announcing that he was Quendalon and had returned to resume control of the House. He did resemble the former magus, but he was obviously not human, having two bright rubies instead of eyes. Myanar questioned him about his supposed transformation; he claimed that he had become a faerie in Arcadia, trading his useless human eyes for faerie sight. He also said he had uncovered deep mysteries on his long journey that would revolutionize the Order of Hermes. This knowledge required him, he said, to guide House Merinita in an exciting new direction.&lt;br /&gt;
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To Myanar, it seemed that this faerie being was an imposter, a changeling who had replaced Quendalon and sought to take over the House, and she refused to comply. This angered him, and he warned that she would suffer dire consequences if she did not obey him. Their conflict escalated into a magical battle, but Myanar was unable to prevent him from escaping. According to letters that Quendalon wrote afterward, Myanar opposed him on ideological grounds, recognizing him full well and swearing that “she would not allow him to deform the House with his distorted visions of the future.” Yet Myanar told her followers that the false Quendalon had bragged about having found and killed Merinita, and had threatened to kill all of them if they did not accept him as hierophant of their cult.&lt;br /&gt;
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War broke out between the two factions. The faerie Quendalon traveled throughout the region, gathering support from Merinitae and others against Myanar and her followers. Most of them were curious about his new powers and anxious to learn what he had to teach, and so pledged to accept his leadership. He established a covenant called Irencillia near the faerie forest he had entered, and Myanar led a hasty strike against them. Her force was routed, and it appears that she was slain during the battle. Supposedly, those of her force that remained surrendered to Quendalon in 802. He cast them out of the House, but they were later accepted into House Bjornaer. All this was reported at the Grand Tribunal of 817; Quendalon came with two of his followers who supported his story, and while many questioned him, no one contested his description of events.&lt;br /&gt;
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Other accounts suggest that the war was not so easily won. Some of Myanar’s followers later claimed that Myanar did not die, but rather was transformed into a snake during the first assault, and that in that form she led other attacks on Irencillia in 804 and 806. Some say that faeries participated in the defense of the covenant. It is also said that Myanar was distantly related to Tytalus the Founder, who came to Bohemia in 807 with the public intention of challenging the Queen of the Faeries, and who disappeared into the Maddenhofen Woods that same year. Some speculate that Myanar sought him out and asked for his aid against Quendalon — they reason that his presence in the turbulent region could hardly be a coincidence — and that she went with him into the forest to confront the false Primus and the faeries behind his bid for power.&lt;br /&gt;
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Quendalon caused great ill-will between Houses Merinita and Tytalus at the 817 Tribunal by laughing loudly during their account of their Founder’s disappearance. He later explained that he was not mocking Tytalus’s ambitious attempt to defeat “the Queen,” but found it amusing that his followers would perceive his end as tragic. He gave them the impression that he knew more than he was saying, but would not speak of it further. Since then, House Merinita and House Tytalus have often been at odds, their poor relationship aggravated by the possibility that Quendalon might have known what happened to their Founder, or even been somehow responsible for their loss.&lt;br /&gt;
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==== The Line of Muj ====&lt;br /&gt;
Before Quendalon introduced Faerie Magic to the House, Myanar and her followers focused entirely on Merinita’s Mysteries of nature and life, and many of these secrets came easily to Myanar, for she had a special affinity for nature through her family’s ancient tradition. Other magi descended from this ancestral Line of Muj still live in the Transylvanian Tribunal, and belong to House Tremere. To represent their hereditary magical powers and background, such characters should choose Close Family Ties, Affinity with Auram, Great Strength, and Mountain Lore &#039;&#039;&#039;&#039;&#039;(see Nature Mysteries, below)&#039;&#039;&#039;&#039;&#039; during character creation.&lt;br /&gt;
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A rivalry has developed between a group of these Tremere and a nomadic family of Merinitae, led by a Novgorod maga named Merinugalaudabila. She takes great delight in certamen as a sport, and especially enjoys variations on “the game,” as she calls it. Because of her efforts, interest in magical competition is growing within the House, and a few of her followers have developed the magical focus in certamen that is typically only found in Tremere’s lineage. Together they have invented two unusual dueling styles &#039;&#039;&#039;&#039;&#039;(see House Tremere, Houses of Hermes: True Lineages, for details)&#039;&#039;&#039;&#039;&#039;. These were designed mostly to embarrass the staid Muj, many of whom know the events of the House Divided and bear a familial grudge against faerie Merinitae on Myanar’s behalf. The two groups often fight for no obvious reason, spuriously challenging each other on what seem very flimsy pretenses whenever they happen to cross paths.&lt;br /&gt;
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==== A Faerie Fraud? ====&lt;br /&gt;
Suspicions that the faerie Quendalon was not who he claimed to be seem more likely when considering the evidence of other instances when faeries have taken human shapes and tried to pass themselves off as magi. In the 1100s, for example, an unremarkable magus named Zurenzialle disappeared from his covenant in the Greater Alps suddenly and without warning, and when his sodales decided that he was dead and entered his laboratory, they discovered evidence that he was never human at all, but a Faerie being who had been pretending to be a magus.&lt;br /&gt;
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To this day, the magi of House Merinita still speculate about whether it really was Quendalon who returned to govern the House. It is a moot point now, whether he was the former Primus or a faerie in disguise, as his legacy remains an integral part of their magic, for good or ill. In fact, it could be detrimental if it were to come to light that he really was an impostor; such a revelation might tarnish all they have done since, and undermine everything his followers have used his Mysteries.&lt;br /&gt;
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=== 200 Years After ===&lt;br /&gt;
Quendalon returned his attention to adopting faerie ways within his House, to accomplish. teaching his followers and others who came to learn from him the secrets of Faerie Magic. For years he acted as lead Mystagogue, performing hundreds of Initiations and teaching many promising apprentices throughout the ninth and tenth centuries. Sightings of him became much less frequent in the mid-900s, and he sent delegates to the Grand Tribunals of 931 and 964, though none of them could say what had become of him. There were many rumors that he had gone mad, and most suspected he had returned to Arcadia forever.&lt;br /&gt;
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At the Grand Tribunal of 997, the assembled Merinitae finally decided they would have to choose one of their number to take his place, though they did not all agree that Quendalon was dead. By surprising consensus the leaders of the various groups named a timid young maga named Rhiannon as Prima; she was four generations descended from Quendalon, and they believed she would best represent the House’s interests. She hesitantly accepted the position, moved to Irencillia, and for the most part avoided other magi.&lt;br /&gt;
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The outbreak of the Schism War came only a few years later. Rhiannon was not a strong orator, but spoke many times in defense of House Diedne, and openly voted against their Renunciation. Many think that she invited a number of Diedne to join her House to escape destruction, and during the war some Merinitae actually fought with the Diedne in battle. They did not ever join with Diedne officially, however, and the Order was anxious for peace during the aftermath, so House Merinita never suffered official retribution for these acts.&lt;br /&gt;
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Rhiannon reputedly died of old age, and her bones were returned to her Hibernian homeland to be buried. The Primacy eventually passed to Vinaria of Irencillia, said to bear a striking physical resemblance to the Founder. She was much more politically active than her predecessor, and was most famously concerned about the Magic realm fading with the spread of the Dominion. She believed that wild places of power were becoming increasingly smaller and weaker as civilization encroached upon them, and often argued that House Merinita is as much magical as it is fay, that its members would surely feel the negative effects of the loss of the wilderness as keenly as other magi.&lt;br /&gt;
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She made many overtures of friendship to House Bjornaer, as the relationship between the two Houses had been sour since Myanar’s exile, but she could give them no support for their actions during the invasion of Rügen in 1168, and much of the progress she had made toward reconciliation was undone. The next Bjornaer Primus, Urgen, declared that she was senile and useless, and refused to grant her an audience. Vinaria disappeared in 1202, much the same way as Merinita and Quendalon had done, giving control of the House to Handri, senior magus at Irencillia. Mystifyingly, she later returned in 1209, but has since made no attempt to resume the primacy.&lt;br /&gt;
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More information about these magi and their domus magna, Irencillia, can be found in [[Guardians of the Forest Chapter Ten: Bohemia#Irencillia|Guardians of the Forests: The Rhine Tribunal]].&lt;br /&gt;
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=== The Future of the House ===&lt;br /&gt;
By 1220, Merinitae have become a contrary crowd of disparate groups, rarely agreeing on anything and hardly interacting with one another at all. Outsiders suspect that this lack of unity is a front for other, secret goals and machinations. For example, they may be establishing good relations with faeries so that they may one day slip away to Arcadia, leaving the Order and Europe forever. Or perhaps they intend to side with the fae when they inevitably war against humanity, and so buy a place in the new faerie hierarchy.&lt;br /&gt;
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Many Merinitae think that Faerie is permanently slipping away, that the golden age of the faeries is past, and that the Dominion’s slow encroachment over all human civilization is unstoppable. Others stridently protest, and rebuke those who say this, for if believing makes it so, those who proclaim Faerie’s ruin are themselves destroying it with their predictions. It is no wonder there is little agreement among them on these matters, since they are very quick to turn on themselves, and like the faeries do, often fight with each other more than outsiders.&lt;br /&gt;
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If there is anything that the members of the chaotic House can agree upon, it is that in order for the faeries to survive, the Merinitae must preserve and protect the few remaining places given over to Faerie, or help those who dwell there to adapt to the landscape of the rapidly changing world, or else quit its boundaries entirely  and accompany them to the lands beyond living.&lt;br /&gt;
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== House Society ==&lt;br /&gt;
House Merinita is a single Mystery Cult made up of many different groups, each of which has its own ideas about magic and how it relates to the Faerie realm. Besides their Mysteries, they have little in common; about the only thing they agree upon is their interest in faeries, though even then that is not always the case, for Merinita herself had nothing to do with them, and others similarly eschew their alien ways and focus on other types of magical study. Yet every member of the House usually undergoes some sort of test involving the fae as part of her Initiation, so all Merinitae have some experience with them.&lt;br /&gt;
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Four different aspects of Faerie are described below, to help players define their characters’ attitudes toward the realm. These include the land of Faerie, belief in faeries, what faeries want from humanity, and the relationship between the Faerie and Magic realms. This section is intended to give an idea of the sort of things Merinitae do, and so provides minimal information about faeries in general, instead describing them from the perspective of Hermetic magi and the House. &#039;&#039;&#039;&#039;&#039;(Faerie society from the faeries’ viewpoint will be addressed in future Ars Magica supplements.)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Each section also describes a dedicated group of Merinitae who pursue common goals and Initiate followers into certain of the House Mysteries (see [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mechanics of Initiation]] for details on this process, and [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Merinita Mysteries|Merinita Mysteries]] for descriptions of the new Virtues, Flaws, and Abilities they may Initiate). All those who join one of these groups must first Initiate Faerie Magic to join the House, and must have at least House Merinita Lore 1 to proceed into the Inner Mysteries.&lt;br /&gt;
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=== The Search for Arcadia ===&lt;br /&gt;
Arcadia is the highest manifestation of the Faerie realm, and for many magi it is the focus of their faerie magic. It is why they belong to the House, and the purpose that occupies their spare time. Merinitae know more about Arcadia than any other magi, and some guard this knowledge jealously while others share it with anyone who takes an interest. For many, it is a rite of passage: they cannot truly appreciate the fae until they have visited their home.&lt;br /&gt;
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There are many confl icting beliefs in the House about what Arcadia actually is. That is, magi know it exists, they know it is associated with Faerie in the same way that Heaven is associated with the Divine and Hell is associated with the Infernal, and many of them know how to get there. But where did it come from, and why does it exist, and what is its relationship to the mundane world and the other realms?&lt;br /&gt;
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Some say that Arcadia is a reflection of Mythic Europe, and that the faeries who live there are merely distorted versions of reality. Yet it is also part of Mythic Europe, they say, in that the things one does in Arcadia have an effect on reality, and are reflected back upon the inhabitants of either realm. Arcadia is said to be a nexus of possibilities, a temple with a thousand doors, where it is impossible to return to the exact same place you left. For this reason, Merinitae caution visitors to “travel lightly:” to take nothing and leave nothing, lest their journey have repercussions and consequences for which they are not prepared.&lt;br /&gt;
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Others emphasize that Arcadia is only what travelers believe it to be. It is a land of wishes and dreams, they say, that responds to their direction and changes to accommodate their hopes and fears. A person can only navigate Arcadia by moving from one desire to another, they say, and the nature of the place absorbs these desires and makes them its own, stealing them from the traveler and changing in response. For an expedition to succeed, visitors must discover what it is they truly want. Yet, having attained it, they must also have a powerful reason to return, or they will have no desire to leave.&lt;br /&gt;
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Another theory is that like Heaven and Hell, Arcadia is an afterlife, a place where faeries go after they leave their physical bodies. Instead of a place of eternal punishment or eternal reward, it is where beings that do not have souls must remain forever. Thus, it is populated by the spirits of living things in exile. Some suggest this includes forgotten beasts of legend, lost children who died unbaptized, and even gods who are no longer worshiped. Those mortals who die in Faerie, it is said, join this group; their souls go elsewhere, but their spirits remain in Arcadia.&lt;br /&gt;
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There are many ways to reach Arcadia, usually by traveling through faerie regiones. There are also gateways scattered throughout Mythic Europe, usually at places where reality and fantasy have blurred together. These points are almost always watched by guardians who patrol the borders of Faerieland, perhaps ensuring that outsiders are turned away, or perhaps preying upon them before others do. Initiates into the Mystery of Arcadian Travel can make temporary gateways to Arcadia, and these places are not necessarily guarded, although they are not necessarily safe, either.&lt;br /&gt;
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==== Arcadian Experiences ====&lt;br /&gt;
Arcadia is a fantastic place that can have a powerful influence over magic and faerie powers alike, but the mechanics of it are beyond the scope of this book. However, Merinitae will almost certainly seek it out, and for those of them who find their way there the storyguide should prepare an adventure, describing the experience in any way that seems appropriate to the journey. It might be an otherworldly vision, a dream, or even a nightmare; perhaps it resembles Wizard’s Twilight; perhaps it seems the complete opposite of the real world, or it might only differ from the real world in very subtle but important ways.&lt;br /&gt;
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==== The Wayfarers ====&lt;br /&gt;
Some Merinitae reason this way: Arcadia is a physical place, they say, therefore it must exist on earth. Perhaps it is a regio that overlaps Mythic Europe, stretching above and below it, only accessible at certain places or certain times; or perhaps it is a continent on the other side of the globe, with portals connecting corresponding points between the two lands; or perhaps it is a microcosm, a world within a world that is completely contained in every individual thing. Wherever it is, by plotting the connections between the two worlds, Merinitae believe they can achieve greater insights into Faerie and Earth.&lt;br /&gt;
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The Wayfarers are a group of Merinitae who style themselves as Arcadian experts. They record the locations and destinations of earthly gateways, act as guides for travelers to the realms of Faerie, and sometimes lead expeditions into uncharted regions of the world in search of alternative routes. They might be ambassadors, diplomats, or guardians. Some of them might write guides to Faerie customs, travel, and inhabitants, while others might seek to destroy these gateways to ensure that no one stumbles into them accidentally.&lt;br /&gt;
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These Merinitae typically teach Hermetic Initiates Arcadian Travel. They have no specific progression of Mysteries after that, instead favoring secrets that will help their followers on their adventures. These might include Independent Study, Ways of the (Land), Spell Timing (spells that endure while the target is traveling), or Symbolic Magic (with an emphasis on names and places). They tend to seek out characters who are already Well-Traveled, and often integrate a fantastic expedition of some kind into their Initiation ceremonies.&lt;br /&gt;
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The Wayfarers have been known to associate closely with House Mercere, as Redcaps also engage in exploration and travel, but more commonly the two groups work against each other. There is a kind of unspoken rivalry between them as they race to be the fi rst to discover new parts of the world, unusual new species, or even simply new sources of vis. Those who discover them typically name these finds, a source of great honor and occasional jealousy among the participants. Wayfarers may &lt;br /&gt;
also compete in this way with magi from other Houses, other Merinitae, or even fellow Wayfarers.&lt;br /&gt;
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This practice has led to a strange phenomenon in the world of Faerie. Names have great importance to the fae, as they are essentially a part of the individual (and a common source of sympathetic magic). In places that have been named after something, occasionally a faerie version of that thing will appear. For example, if a faerie dell were to become widely known as Victor Valley (after Victor of Mercere from Semita Errabunda), a faerie named Victor who shared many of Victor’s reputed qualities might come to inhabit it. For this reason, some Wayfarers have adopted the practice of naming their discoveries after famous magi or legendary places of old. Who knows what they might subsequently discover in Merinita Grove or the Arcadian Sea?&lt;br /&gt;
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{{ArMMysteryInitiation|Sample Wayfarers Initiation: Arcadian Travel|18 (Minor Virtue unknown to the Mystagogue)|+14|Working on her own, the Initiate must discover all the entrances at every level to a faerie regio with an uppermost level of at least 5 (+3). Then, on the eve of the last full moon of the season (+1), she must travel to the center of the regio, beginning at a landmark outside that will mark her route. She must travel alone, without aid or comfort, and may not cast any Hermetic spells or use any magical devices to fi nd her way, relying only on her Faerie Lore and other mundane skills to guide her. She may not eat or drink on her journey, or interact with any of the inhabitants (+3). She gains the Minor Personality Flaw Fear (+3), as she begins to dread something that she encounters on her path, and arriving at the center, she must retrace her steps and exit at the same place she entered, completing her journey before dawn (+1). Because of its mystical association with her Ordeal, the landmark becomes a permanent Arcane Connection to her (+3).}}&lt;br /&gt;
&lt;br /&gt;
=== Belief &amp;amp; Mythic Europe ===&lt;br /&gt;
Many followers of Merinita seek to encourage appreciation of the fae, not just in the Order of Hermes, but among the people of Mythic Europe at large. It is an accepted fact among many in the House that faeries come about from widespread belief in them; that within the Faerie realm, things are what people believe them to be. This is not demonstrably true, of course, since it is difficult to measure when someone truly believes in something and whether there is a corresponding effect in Faerie, but the theory is that when someone invents a story, that story will come to pass, either in Arcadia or somewhere in the real world.&lt;br /&gt;
&lt;br /&gt;
Extending the idea of a direct relationship between Faerie and storytelling, many believe that faeries can never die, so long as their stories are still remembered. Each time the tale is told, the characters perform their parts as described, perhaps altering slightly from the framework as the narrator embellishes, but always acting as they are defined by their characters, and &lt;br /&gt;
returning each time the story is begun again.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae hold that the stories are created by the fae, that the events of famous “fairy tales” are simply chronicles of history, having actually happened at some point in the past. These themes have seeped into the collective subconscious of the people, and thus have a ring of truth about them that makes them compelling. Or perhaps they are visions of the future, since time has no little meaning in Faerie; these stories may be glimpses of events that will someday come to pass, resonating through the years to influence medieval thought.&lt;br /&gt;
&lt;br /&gt;
In any case, stories are very important to those with an interest in the fae, and House Merinita has a strong oral tradition. Recording stories is almost as important as participating in them. It is not seen as bragging or putting oneself forward to tell one’s sodales about an experience with the faeries, and many magi in the House employ minstrels to create popular songs or poems about their adventures. Not only for Merinitae, in fact, but for the faeries themselves, as such accounts have great value in their courts.&lt;br /&gt;
&lt;br /&gt;
==== Faerie Tales ====&lt;br /&gt;
Most fairy tales with which players are most familiar became widespread in relatively modern times. However, they often concern medieval characters, and in fact contain many themes that can be found in folk tales going back to ancient times. Recognizable versions of such stories as “Cinderella,” “Beauty and the Beast,” “Snow White and the Seven Dwarfs” and even “Little Red Riding Hood” can be found in early Roman histories, and other related concepts have their roots in antiquity, such as the Roman host newly come to wealth who described himself with the phrase &#039;&#039;qui fuit rana nunc est rex&#039;&#039; (“the man who was once a frog is now king”).&lt;br /&gt;
&lt;br /&gt;
Thus, “modern” fairy tales can be a good source of inspiration for medieval faerie stories. Do not feel that you cannot incorporate these elements into your game because they are somehow out of period. Most faerie stories are based on folk tales, and everyone in the game should be at least dimly aware of the most common characters and situations associated with these tales, since their characters would probably have heard them as children. As most players are more likely to be familiar with the Grimms’ versions than, say, the tragedy of Cupid and Psyche or the fabulous &#039;&#039;lais&#039;&#039; of Marie of France, you should feel free to rely on their knowledge of the modern stories for faerie elements that make for a better gaming experience.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the attitude of early chroniclers was one of condescension and disapproval for such &#039;&#039;aniles fabulae&#039;&#039; (“old women’s tales”), and they often changed the stories to downplay their fantastic elements. By the Middle Ages, many of these fanciful stories have instead become accounts of holy saints and evil demons, rather than innocent maidens and monstrous beasts. Perhaps players can infer from this that the Faerie realm as a whole suffered with the expansion of the Dominion, losing many of its inhabitants to the Divine or the Infernal, and that it has only just begun to recover its former status.&lt;br /&gt;
&lt;br /&gt;
==== Keepers of the Thousand Tales ====&lt;br /&gt;
The Keepers of the Thousand Tales are a group of Merinita magi and their companions who originally formed in the Holy Land with the goal of collecting, cataloging, and distributing the greatest stories of their time. This began with the beginnings of &#039;&#039;The Book of One Thousand and One Nights&#039;&#039; sometime in the ninth century, and as the society grew, their scribes added to the collection. They also translated many Greek texts into Arabic, and then from Arabic into Latin, and spread these books throughout the Order while their Hermetic leaders sought out more stories to tell.&lt;br /&gt;
&lt;br /&gt;
Essential to their philosophy is the idea of faerie immortality through legend. By ensuring that the tales are easily available, they believe that they keep these stories alive in Faerie. In this regard, they maintain that what a significant number of people believe directly affects the inhabitants of the Faerie realm. Therefore, all those who belong to their society must do their part to see that the tales spread. Some of them are scribes, copying books of lore for other covenants and magi, and some of them are wandering storytellers, performing re-enactments of adventures for those who are interested in hearing.&lt;br /&gt;
&lt;br /&gt;
Some of the magi have begun to carry their philosophy a step further. By acting out famous stories using their magic, themselves taking the part of a character in the story, they believe they take on that character’s identity and so ensure their own immortality. Over time, they actually become the character in the story, and so become faeries themselves. These magi believe that several characters in the Thousand Tales are magi who have passed into Arcadia.&lt;br /&gt;
&lt;br /&gt;
While originally there were only a few magi devoted to the group, since their founding they have spread throughout Mythic Europe, and have dedicated covenants in both the Levant and the Iberian Tribunals. Many of them have the Outsider Flaw. Elder members often trade Initiation into the House Mysteries in exchange for seasons spent serving the society. These Mysteries might  include Enchanting (Storytelling), Charm Magic, Story Magic, and Becoming.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Keepers Initiation: Story Magic|21 (Major Virtue known to the Mystagogue)|+14|The Initiate must learn a new poem or story from a culture that she isn’t familiar with. It must be over 5,000 lines in length and memorized in the original language (+3). She must then seek out a similar work from a different culture and memorize it (+3). Combining the overlapping elements of both, the Initiate must create an original piece, one that both cultures would recognize, but that changes the ending or overall meaning (+3). (These tasks could be tested with two Intelligence + Language rolls and a Communication + Language roll against Ease Factors of 12, though the storyguide might prefer to roleplay the process instead.) With this new tale, the Initiate must visit a powerful faerie in a Faerie regio on the longest day of summer, and perform her work. This must please the faerie enough that it rewards the Initiate with a treasure (+3). The Initiate must take this prize to her Mystagogue, and at an auspicious time based on their horoscopes (+1), they must sit upon a hilltop with a Faerie aura, taking some sort of intoxicating substance with them. The Initiate and the Mystagogue partake of this while telling each other stories until they fall unconscious. When they awake, the treasure will have vanished (+1).}}&lt;br /&gt;
&lt;br /&gt;
=== Do Faeries Dream of Counting Sheep? ===&lt;br /&gt;
Faeries are defi ned by their interest in humanity: they want to interact with things of the mundane world, and they enjoy the company of people. But if faeries are the realization of human imagination given life, what do they actually want from them? What can followers of Merinita give the Fair Folk, while appreciating, studying, or interacting with them for their own reasons?&lt;br /&gt;
&lt;br /&gt;
Creatures of Faerie can take any imaginable form, but have great difficulty reproducing. They cannot invent anything new. Some Merinitae believe the faeries admire (or envy) humanity for their ability to create, and seek them out to experience the miracle of this for themselves. Many of the fae cannot resist a good story, or a treasure of their very own, or even a new name, since these are all things that contain the spark of originality. Thus, the House often encourages such artistic endeavors on the faeries’ behalf.&lt;br /&gt;
&lt;br /&gt;
Other faeries fear that they will be forgotten. If they recognize that they owe their existence to human belief, they can ensure their continuation by encouraging the people to honor them, perhaps even worshiping them like the gods of old. Libations poured over Faerie stones, prayers intoned in sacred groves, men and women dancing around ceremonial fires, young children abandoned in dark places — many faeries recognize these as ancient rites of respect, and reward those who perform them.&lt;br /&gt;
&lt;br /&gt;
Some faeries perceive Mythic Europe as a place of forced exile from Arcadia, and want nothing more than to return to their fabled homeland. The means of accomplishing this are not clear; some Merinitae think it requires an invitation from a sovereign of Faerieland, others imagine that it requires a fundamental change to the faerie’s nature. One school of thought suggests that death allows the faerie to escape the confi nes of reality and return to Arcadia, but it seems impossible to prove this for certain.&lt;br /&gt;
&lt;br /&gt;
==== Faerie and Dreams ====&lt;br /&gt;
Many Merinitae believe that there is a connection to Arcadia in every person’s mind. This is because they think dreams somehow influence and are influenced by the Faerie realm, which they consider to be the collective dreams of all humanity. Thus, faeries may occasionally be found to inhabit a person’s imagination, accessible with Mentem magic and the specialized [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Dream Virtues]].&lt;br /&gt;
&lt;br /&gt;
Characters with the Merinita Mystery Arcadian Travel can open trods into Arcadia through their dreams, if they wish. The maga produces a charm designed to lull the travelers to sleep, and they then journey to a dream-based Arcadia in spirit instead of flesh. While away, sleeping characters do not age or suffer ill effects of going without food or water, though they can die through other means — and if they do, their spirits remain in Faerie.&lt;br /&gt;
&lt;br /&gt;
==== The Shadow-Masters ====&lt;br /&gt;
The philosopher Plato once described a cave where a group of prisoners sit chained in front of a wall. Behind them, shapes of people and animals pass in front of a great light, casting their shadows where the prisoners can see them. As far as the prisoners know, these shapes are real. They know nothing of the figures that cast the shadows; they only know them by how they appear upon the wall. Plato used this idea to describe humanity’s imperfect understanding of the realm of forms: like the prisoners, they cannot see the things that cast the shadows; they only see the shadows themselves.&lt;br /&gt;
&lt;br /&gt;
The Shadow-Masters are a troupe of Merinita magi who teach that the elements of this allegory correspond to the four supernatural realms. The light comes from the Divine, and the darkness is the Infernal; the light creates the images, while the darkness tries to envelop and destroy them. Men and animals step into the light, and this is magic: imperfect copies of their forms are projected against the wall that represents the mundane world. Yet it is also possible, these Merinita say, to fashion false figures and move them into the light, casting gray shadows that convince the prisoners that they see something that isn’t real at all, and this is Faerie’s role in the allegory: shadow-puppets with substance.&lt;br /&gt;
&lt;br /&gt;
Members of the society learn to play with these philosophical illusions, in a sense constructing shapes from dross and scraps and leading them to a new existence before the light of creation. The whole world is their theater: they conjure heroes and villains and set them against each other in great set pieces, enacting and re-enacting famous stories and legends, or inventing completely new tales of wonder and fear. By observing how humanity responds to these stories, the Shadow-Masters gain insight into the nature of the world, while simultaneously reinforcing belief in the strange and imaginary.&lt;br /&gt;
&lt;br /&gt;
It has become a tradition within the group to host a tournament every few years, called the Great Play. A Shadow-Master builds a labyrinth, castle, or other intriguing setting for the event, which she fills with illusory obstacles, traps, puzzles, or people. It is usually built around a theme, such as Homer’s &#039;&#039;Odyssey&#039;&#039;, the Crusades, or “Beyond the Lunar Sphere.” When it opens, other Shadow-Masters, hopeful Initiates, faeries, and even a few unwitting passersby descend upon the field and do their best to answer the challenge. The only formal prize for succeeding is the responsibility to host the next event, though the leaders of the Great Play often reward the participants in other ways, and those who attend but do not belong to the group are almost always invited to join.&lt;br /&gt;
&lt;br /&gt;
Society elders typically Initiate new members into the Mysteries of Glamour, Animae Magic, and Perpetuity. Many of them have a Major Magical Focus in illusions, and they most commonly live in the Transylvanian and Theban Tribunals, though they come from all over Mythic Europe. Anyone can join by proving herself in the Great Play, and in fact it is said that even a few members of House Tytalus have set aside their grudge and joined House Merinita through this society.&lt;br /&gt;
&lt;br /&gt;
Shadow-Masters enjoy the simulation of reality even more than reality itself, and hold that over time, the fiction &#039;&#039;becomes&#039;&#039; truth. Many swear that the creatures they have created have begun to reproduce, or have been found in places where Shadow-Masters have never been. For them, this is the pinnacle of achievement; it shows that their creations have taken on lives of their own, which they believe is ultimately what all faeries truly desire.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Shadow-Masters Initiation: Glamour|21 (Major Virtue known to the Mystagogue)|+15|The Initiate must pursue a faerie that is skilled in powers of illusion, staying in close pursuit with it until she receives a Warping Point (+3) through magical mischance. From this point on, until the completion of the Initiation, the Initiate feels slightly odd, as if drunk, and suffers a –3 on all of her Perception and Intelligence rolls (+1). Then, on the date of the manifestation of her Gift, which she must discover if not known (+1), she and her Mystagogue must fight a Creo or Muto Imaginem certamen, reciting ritual insults at each attack, until one of them falls unconscious from loss of Fatigue (+1). She also acquires the Major Flaw Vulnerable Magic (+9), which is often associated with the circumstances that caused her Gift to manifest. Participation in the Great Play may be substituted for the duel, though she still gains the Flaw.}}&lt;br /&gt;
&lt;br /&gt;
=== The Sundered Realms ===&lt;br /&gt;
Many Merinitae ponder the relationship between the Magic and Faerie realms, since through their House Mysteries they must often straddle the divide, with one foot on either side. Some seek ways to unite the two, others to further separate them, and a few explore their mystic origins in search of new insights into both.&lt;br /&gt;
&lt;br /&gt;
One popular theory within House Merinita is that the four supernatural realms were once only one realm — Faerie — and that Arcadia is the Garden of Eden. Then the serpent tempted Adam and Eve to taste the fruit of knowledge, and their eyes were opened; they received The Gift, but at the cost of their immortality. The one realm became two — Magic and Faerie — and they were all of them sent from the fabulous Garden, exiled to the mortal world where they became subject to Twilight and death.&lt;br /&gt;
&lt;br /&gt;
When the angels rebelled against Heaven and fell, they divided the realms into two others: the Divine and Infernal. However, at the same time, some of the angels chose to remove themselves from the conflict, choosing neither God nor Lucifer, and these beings remained separate from Heaven and Hell. Not being entirely human, they traveled freely between earth and Garden; these are the pagan gods and monsters of the ancient world. Thus, it is said, magic is associated with those who possess the knowledge of the Tree of Life — the children of Adam and Eve, the descendents of the serpent, and the named beasts of Eden — while faeries are the others who guard the edges of terrestrial paradise, who because of their otherworldly nature remain outsiders in human society.&lt;br /&gt;
&lt;br /&gt;
Other Merinitae suppose that the division between Magic and Faerie is a more recent phenomenon, having occurred at or soon after the birth of Christ. The physical incarnation of God in the human world was too much for most of the pagan gods and ancient heroes to withstand, they say, and caused the Spirit realm from which they originated to divide into two parts: those who returned to earth in natural forms joined the realm of Magic, and those that passed away forever became Faerie. The Merinitae who favor this idea maintain that the ancient gods and goddess remain in Arcadia as ghostly shadows of their former greatness, capable of only limited interaction with the physical world. They also suggest that they could be returned to power via concentrated worship or other human devices.&lt;br /&gt;
&lt;br /&gt;
==== Pagan Glory ====&lt;br /&gt;
Gods and goddesses of the ancient world can be associated with either the Faerie or Magical realms, though those that have a magical aspect tend to be focused on themselves more than on their worshipers, and many of them are thought to have taken physical forms or retreated far from human society. Those who still seek followers and have an interest in mortal affairs are considered powerful faeries, and it may be difficult to distinguish them from other great lords and ladies of the faerie courts. Still, dedicated ceremonies designed to gain their attention and favor could plausibly have an effect, and many pagan Merinitae have claimed to have the blessings of their ancient deities at one time or another.&lt;br /&gt;
&lt;br /&gt;
==== The Cult of Vesta ====&lt;br /&gt;
In the later years of the Roman Empire, many of the pagan cults began to band together, combining the characteristics of many gods into cults nominally associated with only one of them. The original Cult of Mercury was one of these, uniting most of the original pantheon under one god’s name. The rites of Vesta, a relatively minor goddess of hearth and home, were eventually integrated into the practices of Diana, and her cult outlived the Fall of Rome by retreating into the barbaric wilderness outside of the empire, surviving beside the pagan practices of the German invaders. Some believe that Merinita was a high priestess of this struggling Diana cult.&lt;br /&gt;
&lt;br /&gt;
After Quendalon transformed the House, a pair of young magae from Brittany began to experiment with combining what they knew of Merinita’s nature magic with the new secrets that Quendalon had taught them. They discovered that the childlike innocence of Faerie could mimic wild and unspoiled nature, even in domesticated areas, so long as there were some among the community who remained chaste.&lt;br /&gt;
&lt;br /&gt;
Since faeries can generally adapt to any realm, these magae made it their task to encourage the fae to settle within their lands, and dedicated their cult to that objective. They adopted Vesta as their patron, reasoning that since she, a domestic goddess, had survived in the wilderness as part of the Cult of Diana, perhaps so too could Diana, the goddess of nature, survive in the home as part of the new Cult of Vesta.&lt;br /&gt;
&lt;br /&gt;
They resurrected many old Roman rites of the Vestal priestesses, venerating faeries as household gods and encouraging the practice of leaving gifts for them in exchange for their services. They also took vows of chastity, for they believed that their unusual focus would fail if their sexuality were ever “tamed.” Through their Initiation rites, members of the cult gained special powers from the faeries in exchange for this sacrifice, but swore that if they ever broke their vows they would be punished — buried alive, to give back to the earth the bounty that they had taken from it.&lt;br /&gt;
&lt;br /&gt;
The Vestals do not involve themselves much with the politics of the Order of Hermes at large, though they are known to the Hermetic Cult of Mercury, and might be considered their kindred spirits. While they do not typically Initiate outsiders into their secrets, they might share insights into Magic or Faerie Lore with them in the hopes of further narrowing the distance between the two realms.&lt;br /&gt;
&lt;br /&gt;
Followers of Vesta are traditionally women, though there have been men represented. They usually take Gifted children between the ages of six and ten as apprentices, indoctrinating them with the ideals of the society and Initiating them into Faerie Magic. There are two formal levels of Initiation after the Gauntlet, however, and any Merinita can join if they are willing to dedicate themselves to the cult.&lt;br /&gt;
&lt;br /&gt;
The first level is the Vestal virgin. A Vestal serves for thirty years, and there are no more than nine Vestals at any given time. When one of them leaves, she or one of her sisters chooses a worthy replacement. The new Vestal Initiates the Nature Lore Mystery with the unique focus of &#039;&#039;lares&#039;&#039; (“household spirits,” also called &#039;&#039;penates&#039;&#039;); these are essentially a type of domestic faerie associated with the home and community. With Lares Lore, Vestals interact with the faeries of a settlement in the same way that nature magi interact with the denizens of the wilderness.&lt;br /&gt;
&lt;br /&gt;
The second level of Initiation comes after thirty years, when the maga leaves the priesthood. She generally settles down in a small village or covenant and gives herself over entirely to its care. She learns either Becoming or Guardian of Nature (she may join her spirit with a Faerie aura so long as she remains a virgin), and uses her powers to transform herself into a sort of civic deity. Within her community she may endure for as long as her faeries flourish, guiding the common folk of the area to ensure that the old ways survive.&lt;br /&gt;
&lt;br /&gt;
{{ArMMysteryInitiation|Sample Vestals Initiation: Nature Lore|15 (Minor Virtue known to the Mystagogue)|+10|The Initiate must prepare a cake using ritual ingredients. The grain must be from ears of wheat gathered on the three days of Lemuralia, which are the 7th, 9th, and 11th of May (+1). She must pound and heat brine in a jar within the hearth until it forms a salt rock that she cuts with a saw; she carries water from a sacred spring in specially crafted jugs whose bottoms taper to a point and whose water must not touch the ground (+1). She bakes the cake on Vestalia, June 9th, and places it on her hearth to attract the faeries (+1). On the Ides of June (June 15th), the Initiate must then thoroughly clean her dwelling, burning the refuse in the fire and scattering the ashes into the nearest river (+1). She must then meet the Mystagogue in her clean home. There, she swears to honor the faeries and takes a Vow of chastity (+3), which the faeries covertly witness (+3).}}&lt;br /&gt;
&lt;br /&gt;
== Merinita Mysteries ==&lt;br /&gt;
This section describes the secrets that define the House, which Merinitae may Initiate in exchange for appropriate sacrifice and study. They are broken into &#039;&#039;&#039;schools&#039;&#039;&#039;, groups of Mysteries primarily associated with the magi who introduced them to the House. Merinitae recognize three schools associated with Faerie Magic, and there is also said to be a peripheral school about which little is generally known. Characters raised in the House usually belong to a lineage associated &lt;br /&gt;
with one of these schools, Initiating the Mysteries from their parentes. Those who join the House after apprenticeship usually enter the Mysteries through Initiation into a [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#House Society|group of like-minded Merinitae]] instead.&lt;br /&gt;
&lt;br /&gt;
Initiating a person into a Mystery is much like taking an apprentice, and formally joining House Merinita is considered a necessary part of the process. They maintain that if you have Initiated the Outer Mystery, you belong to their House. This implied threat doesn’t carry much weight, since on the whole Merinitae are not very aggressive or even politically active. Still, all of them know that they should formally introduce potential Initiates to the House before teaching them their secrets, and that there should be consequences for those who indiscriminately share their Mysteries with outsiders.&lt;br /&gt;
&lt;br /&gt;
Below are some of the more common kinds of magic within the House; many of these are Virtues available to all characters during character creation, which Merinitae often Initiate later through their Mystery rites. Most are referenced by the lineages that are found throughout this section. A few are even appropriate for companions without The Gift who share the House’s interest in the fae and faerie things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Merinita Mysteries Overview&lt;br /&gt;
|-&lt;br /&gt;
! Outer Mysteries !!colspan=&amp;quot;4&amp;quot;| Inner Mysteries&lt;br /&gt;
|-&lt;br /&gt;
| Faerie Magic ||rowspan=&amp;quot;2&amp;quot;| Binding the Gift || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Arcadian Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Arcadian Travel&amp;lt;br/&amp;gt;Animae Magic&amp;lt;br/&amp;gt;Becoming&amp;lt;/div&amp;gt; || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Folk Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Charm Magic&amp;lt;br/&amp;gt;Story Magic&amp;lt;br/&amp;gt;Symbolic Magic&amp;lt;/div&amp;gt; || &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Illusion Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Spell Timing&amp;lt;br/&amp;gt;Glamour&amp;lt;br/&amp;gt;Perpetuity&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Nature Lore ||colspan=&amp;quot;3&amp;quot;| &amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Nature Mysteries&#039;&#039;&#039;&amp;lt;br/&amp;gt;Awakening&amp;lt;br/&amp;gt;Wilding&amp;lt;br/&amp;gt;Guardian of Nature&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== New Virtues ===&lt;br /&gt;
These Virtues explore the supernatural and Hermetic differences that make followers of Merinita unusual, especially where the Faerie or Magic realms overlap, or where characters are extraordinarily inspired by otherworldly ideas and places.&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Alluring to (Beings)|Minor, General|This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might.&lt;br /&gt;
&lt;br /&gt;
These beings are strangely drawn to the character, and generally trust or obey her without thinking. She gets +3 on Communication and Presence rolls to affect them. Characters who are Offensive to beings of this sort cannot take this Virtue, including those who have The Gift or Magical Air, though characters who are Inoffensive to them or have the Gentle Gift may.&lt;br /&gt;
&lt;br /&gt;
Note that while Alluring to Magical Beings can affect Hermetic magi, the Parma Magica protects against this effect as part of resisting the social penalties of The Gift. Might and other forms of general Magic Resistance do not hinder this effect.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Enchanting (Ability)|Minor, Supernatural|Like Enchanting Music &#039;&#039;&#039;&#039;&#039;(ArM5, page 65)&#039;&#039;&#039;&#039;&#039;, this Supernatural Ability applies to a particular type of artistic expression: dance, drawing, storytelling, even craftwork. Those with this Virtue may find that in Faerie auras this Ability allows them to change or control events based on how well they depict them with their art.}}&lt;br /&gt;
&lt;br /&gt;
{{ArMVirtueFlaw|Faerie-Raised Magic|Major, Hermetic|The character’s experience with faeries and the Faerie realm has conditioned him to invent spells very quickly; to him, formulaic spells seem like inherent powers that you can learn through observation and experimentation. Because of this, he can teach himself spells outside of the laboratory. You may spend experience points from Exposure, Adventure, and Practice on spells that mimic faerie powers or other supernatural effects your character has observed that season.&lt;br /&gt;
&lt;br /&gt;
To invent a spell in this way, the magus’s Technique + Form + Intelligence + Magic Theory must at least equal (the spell’s level – 10), and you must spend a number of experience points equal to (the spell magnitude + 4). Spells of level 5 or less cost their level in experience points (but always at least 1). For example, a level 2 spell costs 2 experience points, and a Level 15 spell costs 7 experience points. The magus cannot invent Ritual spells in this way.&lt;br /&gt;
&lt;br /&gt;
If the magus already knows a spell that is [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to one he wishes to invent, any experience points you spend towards learning that spell are increased by one half. This means that a level 25 spell would cost 6 experience points instead of 9, for example.&lt;br /&gt;
&lt;br /&gt;
This Virtue also includes [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Spell Improvisation|Spell Improvisation]]. That is, you may add the magnitude of a known formulaic spell as a bonus to your character’s Casting Total when spontaneously casting a spell that is similar to it.&lt;br /&gt;
&lt;br /&gt;
If you take this Virtue during character creation, you should also take the Faerie Upbringing Flaw. Because the magus’s master also had to teach him about human society, he probably had less time to teach him Hermetic magic. It is possible that the apprentice invented formulaic spells quickly enough on his own to compensate for this, but you might take the Weak Parens Flaw to suggest this limitation of his apprenticeship.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Independent Study|Minor, General|The character develops new skills extremely quickly on his own. When he is studying through Practice, add two to the Source Quality, and add three to the Source Quality of his Adventure experience.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Inoffensive to (Beings)|Minor, General|This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might.&lt;br /&gt;
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The character’s Gift does not bother beings of this sort, although it still has the normal effects on others. For example, Inoffensive to Animals makes it easier for her to get along with mundane beasts. Animals who react positively to The Gift still react positively to her, since she does have The Gift, but those that do not are not disturbed by her presence.&lt;br /&gt;
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You may not take this Virtue more than once; characters who are Inoffensive to more than one type of being should take Gentle Gift instead. UnGifted characters may take this Virtue only if they have the Flaw Magical Air.&lt;br /&gt;
&lt;br /&gt;
Some Merinitae refer to these Virtues with special terms that suggest the three cords of the enchantment that binds a magus to his familiar. Inoffensive to Animals is called “The Bronze Gift,” Inoffensive to Faerie Beings is “The Silver Gift,” and Inoffensive to Magical Beings is known as “The Golden Gift.”}}&lt;br /&gt;
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{{ArMVirtueFlaw|Spell Improvisation|Minor, Hermetic|The magus may add the magnitude of a formulaic spell he knows as a bonus to his Casting Total when spontaneously casting a spell that is [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to it. This includes fast-casting a spell that is the same as or very similar to one of his formulaic spells, though he does not get this bonus if he has the Fast Cast Ability for a mastered spell, since in that case you add his Mastery Ability instead. This bonus does not stack with other bonuses to his Casting Total, nor does it stack with itself if the magus happens to know several similar spells.}}&lt;br /&gt;
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=== New Flaws ===&lt;br /&gt;
These Flaws are designed primarily as Ordeals for Initiatory rites. However, players of characters who belong to House Merinita or who have similar interests might also consider taking these Flaws during character creation.&lt;br /&gt;
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{{ArMVirtueFlaw|Harmless Magic|Minor, Hermetic|The character’s Perdo spells cannot permanently destroy anything; they temporarily disrupt the target, like Perdo Imaginem magic, but as soon as the duration has passed the target returns to its natural state as if nothing had happened, like a Muto effect. This means that a version of &#039;&#039;The Wound that Weeps&#039;&#039; (PeCo15), for example, briefly causes a painful, bleeding wound that immediately closes again. Likewise, &#039;&#039;Fist of Shattering&#039;&#039; (PeTe10) causes an object of stone or weaker material to briefly break apart, but then fuse itself together again. The character’s Ritual Perdo spells function normally, however.&lt;br /&gt;
&lt;br /&gt;
This weakness can be a boon to a crafty character. A maga might invent a spell to destroy a heavy rock at Concentration Duration; she could then cast it and lie in wait. When her enemy walks into the vacant space, she could release her concentration and crush her victim beneath it when it reforms. However, in most cases this limitation is a minor hindrance, as useful Perdo magic requires longer Durations.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Inconstant Magic|Minor, Hermetic|The character’s magic is easily distracted, it stutters and starts. Spells that require his guidance (e.g. concentration, or aimed spells) after being cast are not immediately responsive, as if the character must focus the spell’s attention, and spells that are triggered by a condition (such as Waiting Spells or enchanted devices) take about two minutes to activate, as if the magic had wandered off when the caster was not watching it carefully. Any magic items he creates with constant effects are interrupted at sunrise and sunset; the magic is not seamless. The character suffers a –3 penalty to all Finesse rolls.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Offensive to (Beings)|Minor, General|This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realm, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might.&lt;br /&gt;
&lt;br /&gt;
Beings of the chosen category react badly to the character, as if he had The Gift, which makes them very uncomfortable around him and gives him a –3 to all social interaction rolls with them.&lt;br /&gt;
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You may not take this Flaw more than once; characters who are Offensive to more than one kind of being should take Magical Air instead. Characters with The Gift may take this Flaw only if they have the Gentle Gift, which makes this type of being react to them negatively while others are unaffected.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Unbearable to (Beings)|Minor, General|This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might.&lt;br /&gt;
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These beings are extremely disturbed, frightened, and possibly enraged by the character’s presence. She suffers an additional –3 penalty on all social interactions with them, which adds to the –3 penalty normally associated with The Gift. Only characters with The Gift or Magical Air may take this Flaw, and it cannot be combined with the Blatant Gift.&lt;br /&gt;
&lt;br /&gt;
The Flaw is sometimes known by different names among Merinitae, depending on the type of being it affects. Offensive to Humans is called “The Tin Gift”; Offensive to Infernal Beings is called “The Iron Gift”; and Offensive to Divine Beings is called “The Leaden Gift.” These Flaws are thought to balance the similar Inoffensive Virtues; it is very common for characters with one of the positive versions of The Gift to have one of these negative versions as well.&lt;br /&gt;
&lt;br /&gt;
You may not take this Flaw more than once; characters who are Unbearable to more than one kind of being should take the Blatant Gift instead.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Unnatural Magic|Major, Hermetic|Because of the unreal and illusory nature of your magic, none of the character’s Creo rituals have a permanent effect. Wounds magically closed with &#039;&#039;The Chirurgeon’s Healing Touch&#039;&#039; (CrCo20), for example, reopen again as soon as he finishes casting the spell, as the magic truly lasts only a moment. He also cannot extract vis from an aura using Creo, since his version of that Art is too unstable for it to remain in a lasting physical form.}}&lt;br /&gt;
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{{ArMVirtueFlaw|Vulnerable Magic|Major, Hermetic|The character’s magic is automatically dispelled in certain uncommon circumstances. Examples include: when touching iron, when under the influence of the Divine, when crossing over running water, when his name is spoken three times, or when he is not touching the ground. This condition immediately ends the duration of a spell when it is applied to the target, or all of your active spells when applied to you.&lt;br /&gt;
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This Flaw may be taken multiple times, so long as a different condition is specified for each.}}&lt;br /&gt;
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=== New Abilities ===&lt;br /&gt;
These Abilities are only taught to magi who have Initiated the Mysteries of House Merinita.&lt;br /&gt;
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==== Faerie Magic ====&lt;br /&gt;
Faerie Magic is an Arcane Ability learned after Merinitae initiate the [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Outer Mystery of Faerie Magic]], which represents how their magic differs from normal Hermetic magic. This includes the ability to apply faerie thinking to arcane activities, usually by drawing out sympathetic connections between magical and mundane things.&lt;br /&gt;
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These mystic relationships may be integrated into casting tools that Merinitae often use with their spells, called [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita#Charms|charms]]. These are symbolic representations designed to highlight a particular quality of the target that always involve some sort of artistic ability. They may be used to increase Penetration, but are also used with many of the Inner Mysteries to produce other interesting effects.&lt;br /&gt;
&lt;br /&gt;
Merinitae can integrate the principles of charms into their laboratory activities, making use of their knowledge of symbols associated with the Faerie and Magic realms in their work, and this is represented by three additional effects of the Faerie Magic Ability:&lt;br /&gt;
* Faerie Magic may be substituted for Magic Theory when experimenting, when using faerie vis, or when practicing magic associated with the Faerie realm.&lt;br /&gt;
* The amount of vis you can use in a single season is equal to your (Magic Theory + Faerie Magic) x 2, so long as all of it is faerie vis.&lt;br /&gt;
* Add your score in Faerie Magic to the number of botch dice you roll in these conditions, but the effects of these additional dice tend to be more annoying than dangerous; it takes two of these botches to produce the negative effects of a normal botch die. The character still gains a Warping Point for each 0 rolled on these extra dice, though they do not force you to check for Twilight. (This is because integrating faerie power into magic warps the character more quickly, but does not increase her chances of being overcome by it.) Two or more botches on the standard botch dice require a check for Twilight as normal, however.&lt;br /&gt;
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Faerie Magic might also represent the union of Faerie Lore and Magic Lore, the knowledge of similarities between the two realms. Often this combination can inspire surprising insights, especially when dealing with entities traditionally associated with both realms, like pagan gods, ghosts, and chimerae. It is also an appropriate Ability to use when trying to distinguish between Magic and Faerie, as it can address differences between the two realms.&lt;br /&gt;
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&#039;&#039;&#039;Specialties:&#039;&#039;&#039; faerie vis, experimenting, inventing spells, charms, lore (Arcane)&lt;br /&gt;
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===== Charms =====&lt;br /&gt;
Charms are casting aids that all magi who study Faerie Magic learn how to make, which identify a specific magical effect using sympathetic magic. They can be physical objects, like sculptures or drawings; or performances, like songs or stories; or even arcane pronouncements or ceremonies, like prophecy or naming.&lt;br /&gt;
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A &#039;&#039;&#039;temporary charm&#039;&#039;&#039; takes about ten minutes to design, and must be used right away, typically with spontaneous magic. More lasting charms, or &#039;&#039;&#039;permanent charms&#039;&#039;&#039;, take several hours, and must involve a special object that the maga wields when she activates the charm, incorporating the object into the effect; if this object is damaged, the charm must be remade.&lt;br /&gt;
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A maga who has a score in Faerie Magic and an Arcane Connection to her target may use a charm as a sympathetic representation, increasing her Penetration multiplier by two. This requires a roll when the charm is made: composing a song might use Communication + Music, while a drawing might be Dexterity + Craft. The maga produces an effective charm on a roll of six or more, or nine or more for a permanent charm. Other magi can do this without Faerie Magic, but it takes them longer and they need a higher total on the roll (see [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Arcane Connections|Sympathetic Connections]]).&lt;br /&gt;
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Temporary charms may only be used once, as they always include unique properties associated with the effect, though a permanent charm associated with a special object may be used whenever it is applicable. A maga may prepare any number of charms in advance, but may only incorporate one charm into a given spell in this way.&lt;br /&gt;
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==== House Merinita Lore ====&lt;br /&gt;
This is the Ability that Merinitae use to Initiate their House Mysteries, and thus it is the one thing that they all have in common. It represents knowledge of all the secret rites, mysteries, and legends associated with the House, including all three schools of Faerie Magic Mysteries, and even the nature Mysteries taught by Merinita to her followers before she disappeared. Magi who wish to Initiate the Inner Mysteries should have at least a score of 1, and Mystagogues of the many different House cults typically have scores of 4 or 5.&lt;br /&gt;
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&#039;&#039;&#039;Specialties:&#039;&#039;&#039; Initiating others, Initiating self, modifying an Initiation Script (Arcane)&lt;br /&gt;
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=== Familiars ===&lt;br /&gt;
Merinita introduced the ritual that allows a maga to bond with her familiar, and many of her followers have developed a special affinity for them. In fact, within the House it is far more respected to take a familiar than it is to train an apprentice, and those who do the latter before the former tend to be looked down upon by their peers. Merinitae who are interested in this direction might take a Major Magical Focus with Familiars, which applies to all spells and laboratory activities that affect familiars, either their own or those belonging to other magi.&lt;br /&gt;
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==== Enchanting a Faerie Familiar ====&lt;br /&gt;
If a character has been Initiated into the Outer Mystery of Faerie Magic, she may bind as a familiar any living thing that is inherently faerie by nature. This is almost always represented by having a Faerie Might score, though it can also apply to people and animals that have become fay by close association with the Faerie realm. The being must be somehow attuned to the maga in order for the enchantment to succeed, exactly the same as with magical beasts, requiring mutual admiration and a compatible nature. The character then enchants the faerie as normal, using the [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Familiars|Familiar Bonding Lab Total]].&lt;br /&gt;
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There are three special powers inherent in the enchantment of a faerie familiar. These are:&lt;br /&gt;
* &#039;&#039;&#039;Shared Powers:&#039;&#039;&#039; The maga may activate any of the familiar’s powers as if she possessed them herself, much like casting formulaic spells, by using her Fatigue Levels in place of Might. Each Fatigue Level she spends is worth a number of Might Points equal to (familiar’s Might Score / 5). Thus, if her familiar had a Might Score of 10, the maga could spend a Fatigue Level as if it were 2 Might Points. Faeries do not have Fatigue Levels, but the familiar may expend the same number of Might Points as if it were a Fatigue Level, allowing it to exert itself in combat.&lt;br /&gt;
* &#039;&#039;&#039;Shared Sense:&#039;&#039;&#039; The maga can tell when the familiar perceives something with its faerie senses that she cannot, or when she can see something that her familiar cannot. Since most faeries have Second Sight, this is often useful information, and the familiar receives the same insight. This gives each of the couple at least a general idea of the direction and distance to the irregularity.&lt;br /&gt;
* &#039;&#039;&#039;Shared Fatigue:&#039;&#039;&#039; The familiar may regain (its Might Score / 5) Might Points by resting, just as the maga regain Fatigue Levels. For example, if a familiar with Might Score 10 had spent 2 Might Points, it could regain both of them by resting for two minutes. If it were down 4 Might Points, it would take it ten minutes of resting to regain the fi rst two points, then two minutes more for the last. The familiar may also spend Might Points when the maga would lose a Fatigue Level, allowing her to draw upon its tirelessness instead of expending her own energy. This costs it a number of Might Points equal to the value of the Fatigue Level the maga would reach, with each Level worth (familiar’s Might Score / 5). Thus, for a familiar with Might 10 to give the maga a Fatigue Level when she is Fresh would cost it 2 Might Points, Winded would cost 4, Weary 6, and so on.&lt;br /&gt;
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The three cords still function as normal, but as it is part of the nature of faeries to chafe against bindings, the cords grow weaker over time (unless they are reinforced by the faerie cords described below). Every year one of them degrades, usually the one with the highest value. This is handled in a manner similar to the way Characteristics are affected by aging, so that each year one of the cords receives an Aging Point. After four years of Aging, a +3 cord would become +2, three years later it would become +1, and after two more years it would be 0. If all three cords have scores of 0, the bond degrades completely at the end of the year and the enchantment is broken. The faerie is released, and all powers that have been invested into the bond are lost.&lt;br /&gt;
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Followers of Merinita have always been disappointed by this limitation of faerie familiars, but they have decided that it is part of the nature of Faerie, and have come to accept it. Because of this, many members of the House advocate not becoming too deeply attached to their familiars, and in fact recommend avoid lasting personal commitments in general. Deep, abiding relationships cannot be forged with the faeries, they warn, and so they suggest that magi take an interesting succession of temporary faerie familiars instead, experiencing a wide variety of companions throughout their lifetimes.&lt;br /&gt;
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Other Merinitae are troubled by this practice, especially as it seems to be the exact opposite of what their Founder believed, and distorts the whole purpose of her enchantment. Thus, many of them do not take faerie familiars at all, preferring to bind a magical animal for life using the standard method that has been integrated into Hermetic magic theory. It is also generally held that Merinitae who are extremely fay in personality should bind magical familiars, not faerie ones, to help balance their two natures, and so there is no stigma associated with this choice — in fact, a Merinita maga might even bind a magical familiar simply to increase her reputation as faerielike.&lt;br /&gt;
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===== Temporary Familiars =====&lt;br /&gt;
One of Merinita’s first apprentices who later joined Quendalon, a maga named Alsia, developed a spell that allowed those with Faerie Magic to approximate binding a familiar, though of course the effect is only temporary. This unusual application quickly spread throughout the House, and it is particularly appreciated by those who favor taking many different familiars. Thus, it may be invented by anyone who has been Initiated into the Outer Mystery of Faerie Magic, and since it is old and popular, there are likely to be Lab Texts of it found in Hermetic libraries throughout Mythic Europe.&lt;br /&gt;
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The idea of the spell is surprisingly acceptable within the House, as it is a common bargain for faeries to agree to serve a maga for a specific length of time, and this effect helps enforce the arrangement. It is the maga’s responsibility to care for her slave, while it is expected to serve its master and do what she tells it to do. Those who abuse their familiars lose respect in the House, and may even fi nd that some of their sodales are willing to help faerie slaves escape the terms of their service.&lt;br /&gt;
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{{ArsMspell|Farie Chains of the Familiar Slave|CrVi Gen&amp;lt;br/&amp;gt;&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Until, &#039;&#039;&#039;T:&#039;&#039;&#039; Ind, Ritual&amp;lt;br/&amp;gt;&#039;&#039;&#039;Requisites:&#039;&#039;&#039; see below|This ritual binds a supernatural creature to the caster as her familiar, until a condition incorporated into the spell comes to pass. The level of the ritual must be no less than (the creature’s Might + 15), though she may also need to penetrate its Magic Resistance if casting on an unwilling target. It has no effect if the target is already bound as a familiar to another.&lt;br /&gt;
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Casting requisites of a Technique and Form appropriate to the creature’s nature and physical form may be included. These two Arts are used to determine the Lab Total for any subsequent improvements to the bond. The cords connecting maga and familiar have initial values of 0, and the vis cost of this ritual does not apply towards these improvements. The maga can strengthen the bond in the lab, but the effect is still inherently temporary. If she casts this on a faerie, she gains the three special powers (Shared Powers, Shared Senses, and Shared Fatigue) associated with a faerie familiar, but the cords will decay as normal, though the bond is never completely broken so long as the spell’s duration remains in effect.&lt;br /&gt;
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Because the bond is often made under duress, the familiar is much more wild and independent than normal familiars, and typically must be subdued or guarded to ensure it does not try to escape. The two are probably at odds most of the time, and the faerie is likely to bear a grudge against the maga afterward if it is taken advantage of or treated badly.|Base effect, +1 Touch, +4 Until}}&lt;br /&gt;
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==== The Three Faerie Cords ====&lt;br /&gt;
In the late 1000s, a maga named Farrago Bonisagi discovered a solution to the dilemma of faerie familiars. She belonged to House Bonisagus, but she was very interested in integrating faerie powers with Hermetic magic theory, and she Initiated the Mystery of Faerie Magic many years after swearing the Oath, joining House Merinita to further her research. Her earliest project involved trying to find a way to learn faerie powers from a faerie familiar, Initiating them through the bond, but she was entirely unsuccessful at this, and she attributed her failure to the temporary nature of the enchantment. Soon she became obsessed with discovering a way to permanently bind herself to a faerie.&lt;br /&gt;
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Her studies led her to investigate cryptic comments attributed to Merinita, about additional cords in the familiar enchantment. She could not find a description of these cords, but she theorized that they were somehow connected to the others, and after many years of experimentation she was able to isolate three of them. She called these the leaden cord, the iron cord, and the tin cord, and she documented her discoveries well, so that anyone Initiated into Faerie Magic could take advantage of them. She also believed that there was at least one more cord still to be identified, but she did not speculate what it could do.&lt;br /&gt;
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These three cords have negative effects, rather than positive. They hinder the maga’s mind, body, and spirit in certain circumstances, offsetting the benefits of the other cords and making her more vulnerable. This is because they do not bring the maga and her familiar closer together, but rather bind the familiar more securely to the maga, preventing its faerie nature from eroding the cords that connect them. In a sense, these negative cords strengthen the positive cords, while at the same time limiting their power.&lt;br /&gt;
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The cords are purchased exactly the same way as the others, by dividing the maga’s Lab Total for a season into points that are allocated among them. The cords serve to balance each other, and so long as the sum of the values of one set of cords does not exceed the sum of the scores for the other, the cords do not degrade, and the maga does not need to apply Aging Points to them. This means that one negative cord increased to +3 can offset three positive cords at +1, or vice-versa. If there is a discrepancy, the highest-value cord on the side with the greater total, negative or positive, will receive an Aging Point each year as normal.&lt;br /&gt;
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Mirroring the positive cords, each negative cord also has a varying effect that penalizes both the maga and her familiar.&lt;br /&gt;
* &#039;&#039;&#039;The Leaden Cord:&#039;&#039;&#039; The maga is more susceptible to the Divine, and more prone to magical errors in its presence; add the value of this cord to the number of botch dice you must roll when the maga uses her powers in the Dominion or when touching a holy object. You must also subtract this score from her attempts to resist Divine influence, including Personality Trait and natural resistance rolls.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Cord:&#039;&#039;&#039; The maga cannot stand the feel of iron. When she is touching it, you must apply the value of this cord as a penalty to all of her rolls, and subtract it from her Soak when she is hit with iron weapons. She is also much more susceptible to the Infernal realm, and must increase the number of botch dice you roll by this amount when she uses her powers in an Infernal aura.&lt;br /&gt;
* &#039;&#039;&#039;The Tin Cord:&#039;&#039;&#039; The maga is more vulnerable outside of supernatural auras, and being cut off from a mystic realm makes her very nervous and uncomfortable. When she is not within a supernatural aura of some sort, you must subtract the value of this cord from all of her Personality Trait rolls, natural resistance rolls, healing rolls, rolls to withstand deprivation, and Aging rolls. You also subtract this value from her Soak.&lt;br /&gt;
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Faeries bound with these negative cords often come to resent their masters, and begin to feel a terrible yearning to escape. It is against the nature of the fae to be fettered; if the bonds do not degrade naturally, the familiar begins to desire freedom more powerfully than anything else, and becomes increasingly uncomfortable with the arrangement. Some faerie familiars commit suicide to break away from their bonds, while others choose to act out in strange and spiteful ways, and some simply bear their imprisonment in quiet despair.&lt;br /&gt;
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==== Binding the Gift (Minor House Mystery) ====&lt;br /&gt;
Merinita knew how to unlock an additional property of the cords that bind a maga to her familiar: she learned how to share the supernatural quality of her Gift that affects social relations with others, and in so doing could moderate some of the penalties. This is said to have helped her overcome her legendary shyness. She taught this secret to many of her followers, including some who later joined Quendalon, and thus it is still taught in her House.&lt;br /&gt;
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After Initiating this Mystery, the magus’s familiar is afflicted with the same social penalties that the magus himself suffers because of The Gift — most people and animals can sense that there is something different about the familiar, and are made uncomfortable by its presence. If the magus has the Gentle Gift, or if his Gift is inoffensive to a specific kind of being, his familiar is similarly protected by these Virtues. If he has the Blatant Gift, or is otherwise offensive to some, his familiar also inherits these Flaws.&lt;br /&gt;
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The three cords that bind the magus and his familiar also serve to lessen the penalties for both of them, and as they become closer to each other they can even overcome them altogether and become more alluring to certain kinds of people or creatures. The familiar acts as a soothing influence on the magus’s Gift, and helps to put other beings with similar backgrounds at ease. Each cord thus has an additional effect, as described below.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Gift:&#039;&#039;&#039; The storyguide should add the value of the golden cord to social rolls that involve interactions with all magical beings, meaning those that have a Magical Might score or who have a supernatural background associated with the Magic realm. This includes Hermetic magi, though they are usually immune to social effects of The Gift because of the Parma Magica.&lt;br /&gt;
* &#039;&#039;&#039;The Silver Gift:&#039;&#039;&#039; This strengthens the magus’s relationship with faeries and faerie creatures. Add the value of the silver cord to all social rolls involving people and creatures with Faerie Might, or who have a supernatural background associated with the fae. Magi with Faerie Virtues and Flaws are included in this category, but again they are usually shielded from the effect by the Parma Magica.&lt;br /&gt;
* &#039;&#039;&#039;The Bronze Gift:&#039;&#039;&#039; The magus’s Gift is less aggravating to mundane animals; the storyguide should add the value of the bronze cord to all rolls that deal with social interactions with them. Some animals — usually those with a supernatural nature — do not react negatively to The Gift, and in that case this cord does not improve the magus’s relations with them, since there is no penalty for the cord to offset.&lt;br /&gt;
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Bonding with a faerie familiar usually involves forging three additional cords, as described above, and these cords are also negatively affected by this Virtue. The value of the cord is added to the penalty for having The Gift, making the magus and his familiar even more despised in certain circumstances related to the cord.&lt;br /&gt;
* &#039;&#039;&#039;The Leaden Cord:&#039;&#039;&#039; The magus becomes less alluring in the Dominion, and Divine beings or people associated with the Divine realm are made more uncomfortable by his presence. The storyguide should subtract the value of the leaden cord from all social rolls made under these conditions, including whenever the magus is touching anything that is associated with the Divine realm.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Cord:&#039;&#039;&#039; The Infernal realm brings out negative qualities in the magus and his familiar, enhancing the discomfort caused by his Gift. Subtract the value of the iron cord from all social rolls you make in Infernal auras, when dealing with beings who have Infernal Might or an Infernal background, or when touching things that are tainted with evil. The magus is also similarly penalized whenever he is touching iron.&lt;br /&gt;
* &#039;&#039;&#039;The Tin Cord:&#039;&#039;&#039; The magus’s Gift is particularly aggravating to normal people, those who do not have any sort of supernatural background at all. The storyguide should subtract the value of the tin cord from all of his social rolls governing mundane human interaction.&lt;br /&gt;
&lt;br /&gt;
In circumstances where more than one cord applies, use the one with the greater value. For example, when interacting with a person who has both faerie and magical aspects, apply either The Golden Gift or The Silver Gift, whichever is stronger. If both a positive and negative cord apply, use both, adding the bonus and subtracting the penalty.&lt;br /&gt;
&lt;br /&gt;
This Mystery is considered a strange artifact of the House from before Quendalon, and most of the established Initiation Scripts for it are very nature oriented, often involving Ordeals where the magus must live in the wilderness or on the fringes of society for a time.&lt;br /&gt;
&lt;br /&gt;
=== Arcadian Mysteries ===&lt;br /&gt;
These are the Mysteries that were allegedly discovered by Quendalon, and which were responsible for the dramatic change in focus for his House. They concern faeries and the Faerie realm, making it possible for magi to travel through Faerie, summon faeries from Arcadia into the physical world, and to actually become faeries themselves.&lt;br /&gt;
&lt;br /&gt;
==== Arcadian Travel (Minor Arcadian Mystery) ====&lt;br /&gt;
This Mystery allows the maga to travel between Faerie and the mortal world with relative ease, via special pathways called &#039;&#039;&#039;trods&#039;&#039;&#039;. Trods are roads that lead into and out of Faerie; they are what connect the different levels of regiones to each other and to the mundane world, and can even lead to Arcadia. These paths occasionally occur naturally, as those who are familiar with regiones know, but with this secret magic Merinitae can cause them to appear at will.&lt;br /&gt;
&lt;br /&gt;
Opening a trod requires that the maga first design a [[Charms|charm]] that depicts the trod’s destination. It is possible to create a charm for a place to which she has never been — the Ease Factor is 12 for a mundane place, 15 for a regio level, and 18 if the destination is part of Arcadia. Note that while human beings can make trods to visit fantastic places they can only imagine, faeries cannot; they can only travel to places they know.&lt;br /&gt;
&lt;br /&gt;
Once she has an appropriate charm, the maga must concentrate upon it; she must be able to perceive the charm, and if it was made in advance, she must touch the object associated with it. This process usually takes about ten minutes, though if she is designing the charm on the spot, she can combine this time with the time it takes to make it. Then the maga must roll her scores in Perception + the Ability used to make the charm.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Arcadian Travel Total|stress die + Perception + (Ability) + Aura}}&lt;br /&gt;
&lt;br /&gt;
A mundane destination can only be reached by first traveling to a level of a regio above it, and the more removed from reality the destination, the more difficult it is to open the trod, as shown in the following chart. However, if the maga has an Arcane Connection to the trod’s destination, she may subtract 6 from the Ease Factor. For the purposes of evaluating the modifier for a supernatural aura, you may treat this as either a Faerie or Magical power, taking the more beneficial effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Arcadian Travel Ease Factor&lt;br /&gt;
|-&lt;br /&gt;
! Destination !! Ease Factor&lt;br /&gt;
|-&lt;br /&gt;
| Regio Level || destination level x 3&lt;br /&gt;
|-&lt;br /&gt;
| Leave Regio || current level of regio x 3&lt;br /&gt;
|-&lt;br /&gt;
| Arcadia || (13 – current aura modifier) x 3&lt;br /&gt;
|-&lt;br /&gt;
| Leave Arcadia || (13 – destination aura modifier) x 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Besides the maga, a trod can affect a number of other people equal to her Faerie Magic score, so long as they all participate in the activation of the charm, concentrating upon it as the maga does. While they are immersed in the experience, the maga leads them through the trod, and they immediately appear at its destination beside the maga. It is impossible for a person to enter a trod unwillingly, though it might happen unwittingly.&lt;br /&gt;
&lt;br /&gt;
==== Animae Magic (Major Arcadian Mystery) ====&lt;br /&gt;
This Mystery allows the maga to bring out faerie properties of everyday things, transforming inanimate objects into living beings and producing faerie creatures at will. These temporary faeries are called &#039;&#039;&#039;animae&#039;&#039;&#039;, “artificial souls.” This includes a number of new spell guidelines that only magi with this Virtue can use, described below.&lt;br /&gt;
&lt;br /&gt;
Animae are essentially alive, and like most faeries they are intelligent and can interact with their environment. They often have powers appropriate to their Might, and while they are not necessarily friendly, they are usually willing to bargain with the maga for their aid. In exchange for such mortal pleasures as a full wineskin, roasted meat, or a kiss, they might fight for the maga, scout out the area, carry her over obstacles, or ensure a good harvest.&lt;br /&gt;
&lt;br /&gt;
While they usually resemble humans and can often be affected by Corpus and Mentem spells, animae are also part of the Form appropriate to their nature, and magi may use that Form to target them in the same way that they would use Animal to affect beasts. Thus, animae can be warded away by Rego effects of this Form, but note that they can appear inside an &#039;&#039;Aegis of the Hearth&#039;&#039; if summoned from within its boundaries.&lt;br /&gt;
&lt;br /&gt;
Merinitae often argue about the origins of animae. Some say they are simply a sleeping aspect of nature brought forth by Faerie Magic. Others say that a faerie spirit is summoned from Arcadia to animate the target. Some think that the magic actually creates a new faerie from the caster’s belief. No one knows for sure if any of these theories are correct, though.&lt;br /&gt;
&lt;br /&gt;
===== Animae Guidelines =====&lt;br /&gt;
Animae spells are Creo or Muto. A Muto spell transforms a mundane thing into a faerie, usually something appropriate to its nature, while Creo simply summons a faerie associated with the Form, and the maga has very little control over what. Since all faeries have Might, and since their Might is added to the level of the spell, Animae spells must always be designed at a level greater than that given in the guidelines. For example, to summon a faerie insect with a Might Score of 1 is a base level 11 Creo Animal effect, and to change a pool of water into a water faerie with Might 10 requires an effect of base level 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faerie animals are just like mundane animals, except that they can usually talk, walk like people, and often have other human qualities. Animals or animal products changed into animae usually retain beastlike properties, though they are still intelligent. For example, a goat changed into a faerie would be hairy, with horns and goat’s feet, and appropriately goatlike Personality traits; a fish might become a mermaid or some other sort of part-human, part–sea creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Animal:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie insect.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie bird, reptile, fish, or amphibian.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Create a faerie mammal.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Create a faerie with animal parts, like wings or gills. Create a faerie that is a combination of multiple animals.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Animal:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change an animal into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Change something made of animal products into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Change something made of multiple animals or animal products into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquam&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Water faeries can be capricious, but are often deep and unfathomable. They have powerful desires, and can be incredibly destructive when unleashed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Aquam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a water faerie.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Aquam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change liquid into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auram&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the air are typically sanguine and flighty, though note that they are also associated with thunderstorms, wind, and lightning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Auram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie of the air.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Auram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change a weather phenomenon into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpus&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the body may appear human, but are definitely not. They are usually deformed in some way. It is impossible to change a living person into a faerie with Animae Magic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Corpus&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create an obviously nonhuman faerie (a walking skeleton, a head without a body).&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie that appears basically human (a corpse, a hunchback).&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Corpus&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Change a skeleton, corpse, or other human remains into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 20:&#039;&#039;&#039; Animate human remains in an unusual shape, or a combination of multiple bodies.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Combine human and animal remains into a faerie (Animal requisite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herbam&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the wood are probably the most well-known faeries in Mythic Europe. They generally behave very similarly to trees whose consciousness has been awakened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Herbam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Create a faerie of the wood.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Herbam&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Change a plant or item made from plant products into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Light, flame, and heat are properties all fire faeries share. While Ignem also covers darkness and the absence of heat, faeries of coldness or ice are typically produced with Aquam or Terram spells, and faeries of shadow are considered part of Imaginem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Ignem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie of fire, heat, or light.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Ignem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change fire, heat, or light into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaginem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Animate images do not usually gain additional properties outside their idiom; for example, a faerie echo can only repeat what she hears, and an animate portrait cannot leave her frame. An illusory copy of a person may look and sound like the original but does not necessarily inherit her memories or knowledge. Two notable exceptions are reflections and shadows: when changed into faeries, since they remain tied to their originator and only appear under certain conditions (in mirrors or light), they often retain a part of their source’s identity, and know things that only the original would know otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Imaginem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Create an illusory faerie that can affect one sense. Additional senses add one magnitude each.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Imaginem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Change an image that affects one sense into a faerie. Each additional sense the original image affects, or each additional sense that the faerie image can affect (giving a portrait a voice, for example), adds one magnitude to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Mentem faeries are dangerous to experiment with as they live in the mind and can sometimes take it over. They are typically associated with stories and the imagination, and their host might find herself thinking about friends no one else sees, or interacting with these creatures in dreams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Mentem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Create a faerie in a person’s mind.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie ghost.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Mentem&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change an emotion, memory, or thought into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Release a faerie from a person’s mind (with requisites appropriate to its new form).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terram&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Faeries of the mountains tend to be gruff and slow, though like avalanches they can sometimes move with surprising speed. Those associated with earth are often warm and soft-hearted, while faeries of stone can be cold and passionless. Iron faeries are usually wicked and demonic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Terram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Create a faerie associated with sand, dirt, mud, or clay.&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Create a faerie associated with stone or glass.&lt;br /&gt;
* &#039;&#039;&#039;Level 15:&#039;&#039;&#039; Create a faerie associated with base metal.&lt;br /&gt;
* &#039;&#039;&#039;Level 25:&#039;&#039;&#039; Create a faerie associated with precious metal.&lt;br /&gt;
* &#039;&#039;&#039;Level 35:&#039;&#039;&#039; Create a faerie associated with gemstone.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Terram&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Change dirt, sand, mud, or clay into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; Change stone or glass into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 10:&#039;&#039;&#039; Change metal or gemstone into a faerie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vim&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Vim faeries are the most unpredictable of all, essentially raw magic given life. They are associated with supernatural effects and especially Warping, and are drawn to auras, spells, and enchanted devices. They have powers similar to daimons (see The Mysteries Revised Edition, Theurgy). Note that spells changed into faeries only last as long as the original spell, even if the transformation spell has a longer duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Creo Vim&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; Create a faerie daimon.&lt;br /&gt;
&amp;lt;u&amp;gt;Muto Vim&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Gen:&#039;&#039;&#039; Change a spell or effect of level less than or equal to (this spell’s level + 5) into a faerie.&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; Change vis into a faerie, with (number of pawns x 5) Might Points, using up the vis in the process.&lt;br /&gt;
&lt;br /&gt;
==== Becoming (Major Arcadian Mystery) ====&lt;br /&gt;
This Mystery teaches the maga how to become a faerie, as Quendalon was reputed to have done (though some secretly think it actually destroys the maga and summons a faerie to take her place). It is an irreversible process with many strange effects, both beneficial and otherwise, and the character must be prepared to undergo dramatic changes to her magic and her being that alter her very nature.&lt;br /&gt;
&lt;br /&gt;
There are three primary transformation rituals associated with Becoming, each one changing a different part of the maga: her body, her mind, and her spirit. This is done through a special kind of laboratory activity that only Merinitae who have Initiated this Mystery can attempt. The maga must perform all three rituals to become entirely fay, in any order, and each requires a season of effort, wherein the maga’s Lab Total must equal or exceed the level of the ritual.&lt;br /&gt;
&lt;br /&gt;
The Technique and Form used determine what sort of faerie the maga becomes, and these may differ for each part of the enchantment: Transformation of the Body changes her appearance, Transformation of the Mind changes her personality, and Transformation of the Spirit changes her magic. After the enchantments are finished, the maga finds her being fundamentally altered to conform to these Arts. For example, Creo Ignem might cause her to look younger and swarthier, Intellego Animal might make her more prone to act on her instincts and curiousity, and Perdo Auram might associate her Might with the destructive properties of the weather.&lt;br /&gt;
&lt;br /&gt;
Each transformation ritual has its own criteria for determining the level of the effect, but until she has a Might Score, the maga’s Lab Total cannot exceed her Warping Score multiplied by her Faerie Magic score. Prior to that time, she must use the lesser of the two formulas as her total. After her Transformation of the Spirit, she no longer has this limitation. For this reason, Merinitae often devote themselves to magical experiments and adventures that cause them to gain more Warping Points before performing these rituals.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Becoming Lab Total Limit|Warping Score x Faerie Magic}}&lt;br /&gt;
&lt;br /&gt;
Like Initiating Mysteries, all of these transformation rituals are affected by Ordeals, either from previous Initiations or undertaken during the season of the transformation. Multiply the appropriate bonus for the Ordeal by five, and subtract it from the required level of the enchantment. For example, gaining a Major Flaw during a ritual would reduce the level of the first enchantment by 45, the next by 30, and the next by 15. This also counts as having Initiated a Mystery when applying that Ordeal to subsequent Mystery Initiations or rituals.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Ordeal Modifier|Level – (Initiation Modifier x 5)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Body:&#039;&#039;&#039; The maga does not age and never suffers Fatigue. She no longer has Fatigue Levels, and cannot exert herself as others do, either in combat or to cast spontaneous spells, though she may simulate this exertion by spending a Confidence Point. As part of the enchantment, her apparent age and appearance become fixed on the cusp of two different phases of life: this is usually either her youth, right after puberty; or adulthood, when her hair first begins to turn gray; or old age, when her hair has become completely white. The level of the enchantment is the character’s true age (the number of years that have passed since she was born) minus 35, plus five times her Decrepitude Score.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Body|(Character’s Age – 35) + (5 x Decrepitude Score)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Mind:&#039;&#039;&#039; The maga needs no sleep. This means she has two additional free seasons each year, though she cannot perform laboratory activities during them. She can study or adventure, however, and can save up her extra time for the beginning or end of a season, so that she may finish lab projects in two months instead of three, and may spend up to sixteen days away from the lab with no penalty. However, she cannot learn any new Abilities ever again — she can improve Abilities she already possesses, but she cannot gain new ones — and she cannot invent spells or magical effects that are not at least [[Ars Magica Definitive Edition, Chapter Eight: Laboratory#Similar Spells|similar]] to spells she already knows. This limits her spontaneous magic and her laboratory inventions, though she can still master the spells she has learned. The level for this enchantment is the total of her scores in all of her Abilities.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Mind|Total Score in Abilities}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transforming the Spirit:&#039;&#039;&#039; The maga sacrifices The Gift and becomes a faerie creature. This makes her immune to Warping and gives her Faerie Might, which she may use for Magic Resistance and Penetration. She may still cast spells and perform laboratory activities, but doing so costs her one Might Point for each magnitude of the effect. She is also affected by wards like Aegis of the Hearth and other powers that affect faeries. The level of this enchantment is the total of her scores in all of her Arts, and once it is completed she gains a Might Score equal to half her Becoming Lab Total.&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Transforming the Spirit|Total Score in Arts}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Faerie Might Score|Becoming Lab Total / 2}}&lt;br /&gt;
&lt;br /&gt;
After the maga has become a faerie, she may strengthen her connection to the Faerie realm by performing lesser transformation rituals, further empowering the enchantment. In this way, the maga can give herself faerie powers or better imitate aspects of humanity that she has given up in the Becoming ritual. Here are three examples of lesser transformation rituals, though other rituals that impart faerie powers may exist, and could be discovered through experimentation or original research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Altering the Enchantment:&#039;&#039;&#039; The maga can make herself appear older or younger, and can choose a different Technique and Form to determine her physical appearance; or she can alter the Arts that determine her faerie personality; or she can increase her Might Score and change the associated Form. The level of this enchantment is the same level as the transformation ritual she is altering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspired Knowledge:&#039;&#039;&#039; The maga can give herself a score of 1 in a new Ability, so long as she could learn it if she were human and has set aside 5 experience points for it. She can also master spells in this way, assuming she knows the spell she wishes to master. The level of this enchantment is the sum of her scores in all Abilities that belong to different categories. For example, when learning a Martial Ability she would add up her scores in non-Martial Abilities, including spell mastery Abilities, to determine the effect level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Empowered Faerie:&#039;&#039;&#039; The maga can learn a new spell, essentially a faerie power that she can activate with her Might. The level of the enchantment is equal to the level of the spell she will gain, which costs her a number of Might Points equal to its magnitude to cast. Exceeding the level by five reduces this Might cost by one, so that doubling it makes the spell cost nothing. She can also reduce the cost of spells she already knows with this same ritual. Likewise, she can increase the number of Might Points a power costs to activate in the same way, if she wishes to increase her Penetration Total.&lt;br /&gt;
&lt;br /&gt;
===== Becoming and Familiars =====&lt;br /&gt;
When a maga becomes a faerie, she is affected by Merinita’s enchantment in exactly the same way as a faerie. The cords begin to feel like heavy chains, and the bond becomes a hateful form of oppression by her familiar. Unless she has forged the balancing negative cords, the connection between them decays as normal, even if both of them are faeries. Some Merinitae theorize that there must be another ritual to transform the magical cords into faerie cords, which could allow two faeries bonded together to suffer no ill effects, but if that is possible it has not yet been discovered.&lt;br /&gt;
&lt;br /&gt;
==== The Line of Quendalon ====&lt;br /&gt;
After the House Divided, Quendalon took many new apprentices, desiring to share the knowledge he had gained from Faerie with his loyal followers. He also taught other magi his secrets, without requiring anything from them in return, in order to spread his magic throughout the Order. These magi came to be known as the Line of Quendalon. In return for his fantastic powers, Quendalon asked only that they join his House, and pledge their loyalty to him as Primus. Since then, the leaders of the House have all descended from this line, including Rhiannon, Vinaria, and Handri.&lt;br /&gt;
&lt;br /&gt;
Quendalon Initiated his followers in all three Arcadian Mysteries, and characters descended from his lineage may Initiate Arcadian Travel or Animae Magic through one of many well-known Initiation Scripts. Having himself been raised by faeries, Quendalon was said to have encouraged all of his followers to place Gifted children in their care, and so many of his line have Faerie-Raised Magic. Others commonly have a Major Magical Focus with Faerie. When they believe they are ready, having mastered the other Inner Mysteries, the elders of the line Initiate their filii into Becoming, and assist them in the transformation from human to faerie.&lt;br /&gt;
&lt;br /&gt;
Quendalon never took a familiar, and so these Merinitae are less critical of those who choose to forgo the Founder’s ritual, though they often have faerie friends and maintain complex relationships with the fae. The most popular Arts in this lineage are Vim, Muto, and Creo, and most Merinitae study a Form that represents the type of faeries in which they are most interested. Quendalon is said to have particularly favored Terram.&lt;br /&gt;
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These magi are sometimes associated with the name “The Last Commission,” in reference to a legend that Bonisagus himself smiled upon Quendalon’s efforts, charging him with the task of making the power of the Faerie realm more accessible to all magi. For this reason, Quendalon’s followers occasionally Initiate magi from other Houses, particularly Bonisagus. Many of them are Seekers, and more than any other Merinitae they devote themselves to experimental research and exploring the frontiers of Hermetic magic.&lt;br /&gt;
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{{ArMMysteryInitiation|Sample Line of Quendalon Initiation: Animae Magic|21 (Major Virtue known to the Mystagogue)|+16|The Initiate must spend a season visiting a Faerie aura, studying its inhabitants, and taking detailed notes on their behavior and relationships (+3). Then she must find and befriend the faerie that is most appropriate to her highest Technique and Form (+1), taking the Faerie Friend Flaw (+3). To secure its lasting friendship, she must make a bargain with it, giving up a uniquely human quality that cannot be replaced, such as the color of her eyes, all memory of her parents, or her first-born child (+6). She also receives a Prohibition never to break her word, or she will suffer a faerie wasting sickness (+3).}}&lt;br /&gt;
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=== Folk Mysteries ===&lt;br /&gt;
The common people have collected a great deal of wisdom about faeries over the years, and Merinitae have adapted that folklore into a unique set of Mysteries. These explore faerie magic associated with charms (see above), including charms that focus spells on particular targets, charms that invoke archetypal events, and charms that harness the power of symbols and sympathetic magic in the lab.&lt;br /&gt;
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==== Charm Magic (Minor Folk Mystery) ====&lt;br /&gt;
This Inner Mystery allows a Merinita to incorporate charms into her spells, making them more potent through sympathetic magic. This requires that she first invent a spell that incorporates a specific charm; this can be done with spontaneous, formulaic, or ritual spells. She must decide how the charm applies to the target and include this in the spell description. For example, if the name “Darius” were integrated into a spell, she could use a “Darius” charm when casting it on a target named Darius. Likewise, a spell might involve “winter,” “an axe,” or something “red.”&lt;br /&gt;
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A single charm imparts a +2 bonus to the Casting Total of the spell. The maga may incorporate the charm specified by the spell into her actions whenever she casts it; she must either create the temporary charm at the time of casting or have the object associated with a permanent charm at hand. When casting spells with the charms described above, she might tell a story about a person called Darius, or draw a picture that depicts winter, or whittle a stick into the shape of an axe, or play a song that suggests the color red.&lt;br /&gt;
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&#039;&#039;Example: Mari Amwithig of Merinita has Initiated Charm Magic, and modified her spell Slay the Innocent (PeCo[An]30) to include an “enemy” charm. She spends three hours composing a poem about an enemy, inscribing it on a fine piece of tanned vellum, and succeeds at her Communication + Language roll against Ease Factor 9. Whenever she reads this poem from the scroll while casting her spell on one of her enemies, she receives a +2 bonus to her Casting Total.&#039;&#039;&lt;br /&gt;
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A spell can also incorporate several charms at once: when she invents the spell, the maga specifies all the charms it involves, up to as many as her score in Faerie Magic. There are also several categories that can be used to describe charms. These help to explain in what way a charm applies to the target, and are noted next to the charm like so: “Darius” (character), “winter” (event), “axe” (item), “red” (aspect). The maga receives a +1 bonus to her Casting Total for each charm incorporated into the casting, and an additional +1 bonus for each category represented by these charms. For example, a spell designed to affect a “magus” (character) named “Darius” (character) in “winter” (event) would give the maga a +5 Casting Total bonus; +3 for three charms, and +2 for two different categories.&lt;br /&gt;
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{{ArsMformula|Casting Total Bonus|+1 for each charm, +1 for each category represented}}&lt;br /&gt;
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The maga can also use charms to improve the effectiveness of her Penetration using an Arcane Connection to the target. This increases her Penetration Multiplier by one for each category beyond the first represented by the spell, in addition to the normal +2 for a [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic#Arcane Connections|symbolic representation]]. A spell designed to affect “Darius” (character) in “winter” (event) would give the maga +3 to her Penetration Multiplier when cast with an Arcane Connection.&lt;br /&gt;
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{{ArsMformula|Sympathetic Connection Bonus|+2, +1 for each category beyond the first}}&lt;br /&gt;
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When casting a spell associated with several charms, the maga can design a single charm that incorporates all of the different concepts at once. For example, instead of writing three different songs, one about a “magus,” another about “Darius,” and a third about “winter,” she can write a single song about “Darius the magus in winter.” However, each additional concept adds 3 to the Ease Factor for making a charm, so that the song “Darius the magus in winter” would require a Communication + Music roll against an Ease Factor of 12 to compose.&lt;br /&gt;
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Spells may be designed so that the target is itself the charm, if the effect produces an artistic or poetically satisfying result. This requires about ten minutes of preparation and an Intelligence + Finesse roll against an Ease Factor of 6 to succeed. For example, a spell intended to turn a person into a lion could play upon the fact that both the warrior and a lion are brave, and so the spell could be designed to incorporate a “brave” (aspect) charm. However, the charm would have no effect if the target were not particularly Brave.&lt;br /&gt;
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At the storyguide’s discretion, charms that are absurdly broad — such as “a person” (character) or “Mythic Europe” (place) — give no bonus. Charms that the storyguide thinks inappropriate to the situation at hand may also fail. Anyone might be an “enemy,” for example, and so it may be necessary for the player to adequately explain how the charm distinguishes the spell’s target from other possible targets in order to receive the bonus.&lt;br /&gt;
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A spell incorporating charms may be cast without the charms being at hand, or on a target that does not correspond to the charms. However, the bonuses only apply if the maga has the charms and the target is appropriate.&lt;br /&gt;
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Instead of increasing her spell mastery abilities, a maga may devote mastery experience to associate additional charms with her formulaic spells. For each charm, this costs her 1 experience point per magnitude of the spell being modified. Any of the charms associated with a spell may be used when casting that spell, though the total number of charms incorporated into a spell’s casting can never exceed her score in Faerie Magic.&lt;br /&gt;
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===== Charm Categories =====&lt;br /&gt;
* &#039;&#039;&#039;Adage:&#039;&#039;&#039; “There is truth in wine,” “Power corrupts,” or “Out of sight, out of mind.”&lt;br /&gt;
* &#039;&#039;&#039;Aspect:&#039;&#039;&#039; A particular quality of the target, such as small, drunk, lazy, or rough.&lt;br /&gt;
* &#039;&#039;&#039;Character:&#039;&#039;&#039; The target’s name, occupation, title, bloodline, nickname, age, or birthmark.&lt;br /&gt;
* &#039;&#039;&#039;Event:&#039;&#039;&#039; What the target is doing: a chase, seeking justice, in love, a rescue, or a quest.&lt;br /&gt;
* &#039;&#039;&#039;Item:&#039;&#039;&#039; The target’s shape or material, or an object strongly associated with the target.&lt;br /&gt;
* &#039;&#039;&#039;Place:&#039;&#039;&#039; The location of the target: a forest, mountain, covenant, village, or ship.&lt;br /&gt;
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==== Story Magic (Major Folk Mystery) ====&lt;br /&gt;
Folk magicians know that things must always happen a certain way in a medieval story, and believe that they themselves are taking part in an unfolding story. This Mystery allows the maga to influence the story of her own life, by using a kind of folk magic that alters the course of events by inspiring particular circumstances, as they should happen in a medieval story. She brings about conditions that match the way that things would be in a myth or legend, just as faeries come into being according to popular beliefs and stories.&lt;br /&gt;
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Story Magic requires that the maga first design a &#039;&#039;&#039;story charm&#039;&#039;&#039;. This is a special kind of charm that cannot be designed spontaneously, as it draws upon a unique quality of an event. For example, to make a “magus” story charm, she might need a connection to a particularly impressive magus. Perhaps to create a “winter” story charm, she would need to remember lying in a snowbank on the coldest night of the year. An “axe” story charm might require an especially fine axe, once used to chop down an entire forest. Finding an appropriate object to associate with a story charm might be part of a special quest, like locating a compatible animal for a familiar. Without this legendary frame of reference, a maga cannot make an effective story charm.&lt;br /&gt;
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Once inspired, the maga prepares the charm as normal: she obtains an appropriate object to hold the charm and spends several hours designing it. Then she rolls the associated Characteristic + Ability against an Ease Factor of 9. Like Charm Magic charms, the charm should be given a descriptive term associated with a category (adage, aspect, etc.) to which the story event applies. After enduring a memorable siege, for example, she might make a “castle” (place), “battle” (event), or “haste makes waste” (adage) charm.&lt;br /&gt;
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A story charm may be used at any time, though it is most appropriate when the character is on an adventure of some sort. Activating it requires the maga to spend a Confidence Point. Afterward, the idea of the charm manifests at some point during the session: an event takes place, an object turns up, another character is affected, or a theme is emphasized, usually to the maga’s benefit. The player may give suggestions for what she wants to happen, but the storyguide determines the actual results, somehow incorporating the concept of the charm into the narrative. This story element is entirely at the storyguide’s discretion; it must come into play, but does not necessarily come about as the player expects, and it is even possible for the effect to escape her notice.&lt;br /&gt;
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&#039;&#039;Example: After Initiating Story Magic, Mari Amwithig manages to trick a faerie lord out of his birthright, and she represents this experience with a silver crown. She writes a poem about her cleverness, choosing a “shrewd” (aspect) charm, and beats an Ease Factor of 9 on her Communication + Language roll: the crown becomes a story charm. Later, before entering a faerie market, she puts on the crown and spends a Confidence Point, quietly reciting her poem to herself. Because of this, the storyguide rules that she bargains particularly well, and shrewdly trades a cask of wine for a goblin servant who will obey her for a year and a day, or until she asks it a question it cannot answer.&#039;&#039;&lt;br /&gt;
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Generally, a story charm should be applicable to the current situation, manifesting as a clue to a mystery, or an ally with a useful bit of aid. Perhaps it could be represented as a temporary bonus to certain rolls. It is not miraculous or even very powerful, but should make the player feel as if she has some additional control over the direction of the scene. Think of it like a Minor Story Flaw that applies to the adventure as a whole, which the maga can take advantage of if she watches for it. If a clear mechanical benefit is needed, assume the character has a +3 bonus on all rolls associated with the charm for the entire scene.&lt;br /&gt;
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The maga may also substitute story charms for charms in Charm Magic spells. In this way, story charms are like “wild cards” for their particular charm category. A story charm can be used in place of any charm from its same category: a maga could substitute a “guide” (character) story charm for a “magus” (character) or a “Darius” (character) charm when casting a spell that incorporates one of those charms, since they all affect characters. This still costs the maga a Confidence Point to activate the charm.&lt;br /&gt;
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==== Symbolic Magic (Major Folk Mystery) ====&lt;br /&gt;
Symbolic Magic encompasses several laboratory activities associated with charms and the symbols used in sympathetic magic.&lt;br /&gt;
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A maga with Symbolic Magic may use charms when designing invested devices, up to as many charms as her score in Faerie Magic, adding double the charm and category bonuses to her Lab Total instead of her Casting Total. If used with an Arcane Connection, this also increases the Penetration Multiplier for the device, which is only useful if some levels are set aside for Penetration. As the charms are built into the effect at creation, the effect cannot affect a target that is not covered by the charms, unlike a spell using charms, which merely loses the bonus. The trigger action must also incorporate these charms, so the effect cannot have an environmental or linked trigger, though the maga may still restrict who can use the device.&lt;br /&gt;
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&#039;&#039;Example: Mari Amwithig’s parens builds her an enchanted flute with several invested effects using Symbolic Magic. One of them is an effect that allows her to speak with animals (InAn20). This incorporates three charms: “this animal can fly” (aspect), “dark” (aspect), and “one hears only what one wants to hear” (adage), which gives him a +10 bonus to his Lab Total (three charms and two different categories, doubled). This limits the effect to dark animals that can fly, and neither she nor the animal will hear something they do not wish to hear. If she has an Arcane Connection to the animal, she receives a +3 bonus to her Penetration Multiplier. To activate the flute, she must play a song about flying, darkness, and hearing what one wants to hear.&#039;&#039;&lt;br /&gt;
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A maga with this Virtue can also add charm bonuses to her talisman. Like attuning it to an effect associated with its shape or material, the maga can modify her talisman to act as a charm in particular circumstances, increasing her Casting Total whenever those circumstances apply, as with Charm Magic. A talisman may be attuned to as many charms as she likes, but only one charm may be attuned each season, and no more charms than her score in Faerie Magic may be incorporated into a single effect.&lt;br /&gt;
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A maga with Symbolic Magic may design permanent charms that other characters may use, creating symbolic representations or integrating the effects of Arcadian Travel or Story Magic into objects that characters without those Mysteries can carry. The wielder activates the charm instead of the maga who designed it, and so must spend the necessary Confidence Point, or concentrate upon the trod’s destination, when the charm is used.&lt;br /&gt;
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Finally, the maga gains the ability to design ritual spells that use a new Symbol Range, Duration, and Target, described below. Each ritual requires that she make a symbolic representation that identifies the target through at least three different charms (this requires Faerie Magic 3 and a Characteristic + Ability roll against an Ease Factor of 12 to design the symbol). For example, a portrait designed to affect the Faerie Queen of Irencillia at Symbol Range might include a “queen” (character) charm, a “winter” (event) charm, and a “faerie” (character) charm. To use Symbol Range, Duration, and Target together in one spell would require a total of nine charms (requiring Faerie Magic 9).&lt;br /&gt;
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If any of the charms do not apply when the ritual is cast, the spell fails; if any of the conditions associated with these charms cease to apply while the spell is still active, the effect ends immediately.&lt;br /&gt;
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Each use of a symbol requires a unique ritual spell. However, if the charms are described broadly enough, the same ritual can be used again in different &lt;br /&gt;
circumstances. For example, the ritual spell described above could affect a human queen with faerie blood when cast in winter, so long as new “queen,” “winter,” and “faerie” charms were fashioned to identify her.&lt;br /&gt;
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===== Symbol Range, Duration, &amp;amp; Target =====&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Range): You can affect something represented by a symbol as if you had an Arcane Connection to it, essentially allowing you to create an Arcane Connection to your target. This spell must be a ritual, but is otherwise equivalent to Arcane Connection range. If the symbol does not uniquely describe the target, the spell fails, since an Arcane Connection must be specific to a single target (unless cast with Target: Symbol).&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Duration): The effect lasts as long as the symbol does (and the symbol must be a physical object, so that a poem or song, for example, must be written down). If the symbol is broken, erased, falls apart, dies, or is otherwise damaged, the spell ends. If the target changes so that any of the qualities of the symbol no longer apply, the spell is interrupted, but the effects return once these qualities are true again — unlike the Until (Condition) Duration, this effect can outlive the caster. It is the same level as Year, and requires a ritual to cast.&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; (Target): You affect all targets represented by the symbol within range of the spell. It is calculated at the same level as Boundary, though it is essentially a large Group, and modifiers according to the size of the target apply. It must be cast as a ritual.&lt;br /&gt;
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==== Heirs to Merlin ====&lt;br /&gt;
At the inauguration of House Ex Miscellanea in 817, there was a great party of non-Hermetic wizards from the British Isles who accompanied Pralix to the Rhineland and participated in her welcoming ceremony as the thirteenth House. Among these were a Welsh seer named Emrys and his six-year-old son Ambrosius. Emrys had forseen that his son would die while still a child, but made a pact with the faeries of his homeland to trade his own life instead. He had long served as a magical advisor to a faerie court, and by order of the faerie king he was granted a stay of seven years and a day (the remaining time his son would have lived) to see to the boy’s future before taking his place in the Halls of the Dead.&lt;br /&gt;
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Emrys was interested in his son’s joining House Merinita: at the same Tribunal that Emrys swore the Oath, Quendalon announced his House’s new dedication to Faerie. The jewel-eyed Primus listened to the seer’s story, accepted his charge, and took the boy back with him to Irencillia. Emrys went with them, remaining long enough to see his son settled and formally adopted as Quendalon’s apprentice, before returning to Wales to face his end. It was said that afterward, those with Second Sight could sometimes see the spirit of Emrys watching over the boy during the summer months.&lt;br /&gt;
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Ambrosius of Merinita obviously had strong faerie heritage (his mother was a faerie enchantress, or so it was said) and had already demonstrated signs of potent supernatural abilities before Quendalon Initiated him into the secrets of Faerie Magic. As he grew, he began to demonstrate an instinctive knowledge of other Mysteries, magic associated with charms and symbols, and with fortune and fate. He had a remarkable affinity for making symbolic predictions, and wrote many of these on long scrolls in poetic couplets.&lt;br /&gt;
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He took apprentices of his own, and by his example they learned to perform similar feats of prophecy, though each of them used a different medium. One of his followers carried a set of carved stones with symbols on them, which he would throw and consult when casting his spells. Another was a musician, who would compose a different song for each charm. A third was interested in heraldry, and made charms based on colors and devices.&lt;br /&gt;
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This Hermetic lineage still survives as the “Heirs to Merlin,” for many claim that Ambrosius’s father was descended from the great wizard of old. Their followers often act as advisors to faerie courts — magi are not supposed to serve as court wizards to mundanes, as that is considered beneath their dignity, but there is no reason a magus cannot swear fealty to a faerie king or queen, so long as he does not invite their wrath upon the Order as a whole.&lt;br /&gt;
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The Heirs may Initiate Charm Magic or Story Magic, and typically learn Symbolic Magic later in life, usually after their masters retire and they take over their positions at court. Many of them have Faerie Blood and often develop Premonitions, Second Sight, or a Major Magical Focus with charms. Binding The Gift is also common. Intellego is by far their most popular Art. They often swear fealty to faerie lords or ladies when Initiating Faerie Magic, and their Initiatory Quests for the Inner Mysteries might involve serving their will, protecting their realms, or making war against their enemies.&lt;br /&gt;
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{{ArMMysteryInitiation|Sample Heirs to Merlin Initiation: Charm Magic|15 (Minor Virtue known to the Mystagogue)|The Initiate must choose a particular kind of charm Ability and spend a year as an apprentice to a master of the art (+1). She must then design a charm for a faerie noble using very expensive materials (high quality wood, an exceptional instrument, a rich costume, or gold ink) (+1) that depicts a special symbolic quality of her patron (+3), first seeking out and obtaining a unique object of myth or legend to associate with the charm (+3), such as an artifact that once belonged to a famous magus or historical figure of old.}}&lt;br /&gt;
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== Story Seeds ==&lt;br /&gt;
=== History Seeds ===&lt;br /&gt;
* If Merinita is still alive, perhaps her familiar also lives. A group of hunters tells a story of a magnificent stag they could not fell in a nearby forest, and this might lead to an investigation, perhaps to track down the Founder by following the cords that bind her to the great beast.&lt;br /&gt;
* Some say Quendalon went mad and tore out his eyes before disappearing, but that these precious stones were lost. They were invested with great magic, but also cursed to slowly transform the possessor into a faerie over time. Perhaps a companion purchases one of these gems from a jeweler who is anxious to be rid of it.&lt;br /&gt;
* The grogs find a serpent hiding in one of the covenant buildings, but they cannot kill it. Hermetic investigation reveals that it has great power, but does not have any Might. Its thoughts make no sense but it burns with vengeance. Those who know the history of House Merinita might wonder: could this be Myanar?&lt;br /&gt;
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=== Society Story Seeds ===&lt;br /&gt;
* On a particular day of the year, the entrance to a faerie regio becomes a trod leading directly to Arcadia, as the characters happen to discover, though they do not recognize the difference at first. They soon discover that in this part of Faerie, all of their custos can work magic, but that the magi have temporarily lost their powers.&lt;br /&gt;
* The characters discover a young woman in an underground cavern, undisturbed for centuries, who appears to be asleep. Her finger has been pricked with a pin, which is lying nearby and marked with the symbol of the goddess Juno. Players might recognize this variation on the “Sleeping Beauty” myth, and thus figure out how to wake the girl.&lt;br /&gt;
* A Merinita archmagus resents the attention given to Roman deities by the Order, and seeks instead to revive the Norse gods of war and destruction worshiped by his ancestors. Is this something with which the characters should interfere? How can they stop one pantheon from regaining strength, while encouraging another?&lt;br /&gt;
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{{OpenArs Attribution}}&lt;br /&gt;
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{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Audrey Azura</name></author>
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