15
1 Introduction Welcome to The Icelandic Wars. This PDF download is written to complement material in Land of Fire and Ice (stock number AG0270, ISBN 1-58978-032-9), a supplement on Mythic Iceland for Ars Magica™. As the possibility of conflict between Iceland and the Order of Her- mes is mentioned in the book, we decided that a more extensive exploration of the possibilities was called for. This PDF therefore provides an outline of how such a conflict might arise and develop. Such an exercise can never accommodate all troupe styles and all circumstances, includ- ing the myriad of possible power levels. There- fore, storyguides are encouraged to adapt and tailor this material to the taste and abilities of their players. The outline below is written primarily for storyguides using the Toframanna Saga setting as detailed in Land of Fire and Ice, but story seeds are provided for use by player characters on either side of the conflict. This story arc is intended to involve the player characters in mainly political and tactical ways, rather than in simple magical combat. Magical leviathans are going to war, Hermetic archmagi against the Icelandic guardians, landvaettir and giant clans; unless the player characters are equally powerful they would be wise to avoid being caught directly in this struggle. For magi playing the Toframanna Saga, their task is to safeguard their long-term interests and minimize the destruction. Also be aware that the momentous events that occur in this story, while having a minor effect in mainland Europe, could potentially affect (or be affected by) the mundane history of Iceland. If you wish to include such effects into your story, consult the brief description of the future of Icelandic politics given on page 18 of Land of Fire and Ice. The Bergen Expedition For over a century rumors of a powerful rival order of Norse wizards have circulated within the Order of Hermes. These rumors were given credence by the mysterious destruction of a number of spring covenants founded in Scan- dinavian lands. A number of Hermetic investi- gations headed to the northlands, only to find the occasional weak hedge wizard who knew nothing of any “Order of Odin.” This lack of success only heightened the paranoia among many Hermetics. It seems as if this Order of Odin possessed potent powers of disguise and concealment, perhaps even infernally granted. In 1214 AD the archmagus Hadrianus of House Flambeau heard rumors of a powerful organization of magicians operating from the remote Norse colony of Iceland. Thinking he had at last found the viper’s nest, he took sail with his two filii on a ship from the port of Bergen. However, as they approached the Ice- landic coast their hostile intent triggered the landvaettir watchers who then informed Pan Caudarax, the first guardian of Iceland. The Icelandic Wars A Digital Supplement to Land of Fire and Ice The Icelandic Wars A Digital Supplement to Land of Fire and Ice

Ars Magica - Adv - Icelandic Wars - Land of Fire and Ice - 4th ed

Embed Size (px)

DESCRIPTION

Introduction A Digital Supplement to Land of Fire and Ice A Digital Supplement to Land of Fire and Ice effect in mainland Europe, could potentially affect (or be affected by) the mundane history of Iceland. If you wish to include such effects into your story, consult the brief description of the future of Icelandic politics given on page 18 of Land of Fire and Ice. 1

Citation preview

1

IntroductionWelcome to The Icelandic Wars. This PDF

download is written to complement material inLand of Fire and Ice (stock number AG0270,ISBN 1-58978-032-9), a supplement on MythicIceland for Ars Magica™. As the possibility ofconflict between Iceland and the Order of Her-mes is mentioned in the book, we decided thata more extensive exploration of the possibilitieswas called for. This PDF therefore provides anoutline of how such a conflict might arise anddevelop.

Such an exercise can never accommodateall troupe styles and all circumstances, includ-ing the myriad of possible power levels. There-fore, storyguides are encouraged to adapt andtailor this material to the taste and abilities oftheir players.

The outline below is written primarily forstoryguides using the Toframanna Saga setting asdetailed in Land of Fire and Ice, but story seeds areprovided for use by player characters on eitherside of the conflict. This story arc is intended toinvolve the player characters in mainly politicaland tactical ways, rather than in simple magicalcombat. Magical leviathans are going to war,Hermetic archmagi against the Icelandicguardians, landvaettir and giant clans; unless theplayer characters are equally powerful they wouldbe wise to avoid being caught directly in thisstruggle. For magi playing the Toframanna Saga,their task is to safeguard their long-term interestsand minimize the destruction.

Also be aware that the momentous eventsthat occur in this story, while having a minor

effect in mainland Europe, could potentiallyaffect (or be affected by) the mundane history ofIceland. If you wish to include such effects intoyour story, consult the brief description of thefuture of Icelandic politics given on page 18 ofLand of Fire and Ice.

The BergenExpedition

For over a century rumors of a powerfulrival order of Norse wizards have circulatedwithin the Order of Hermes. These rumors weregiven credence by the mysterious destruction ofa number of spring covenants founded in Scan-dinavian lands. A number of Hermetic investi-gations headed to the northlands, only to findthe occasional weak hedge wizard who knewnothing of any “Order of Odin.” This lack ofsuccess only heightened the paranoia amongmany Hermetics. It seems as if this Order ofOdin possessed potent powers of disguise andconcealment, perhaps even infernally granted.

In 1214 AD the archmagus Hadrianus ofHouse Flambeau heard rumors of a powerfulorganization of magicians operating from theremote Norse colony of Iceland. Thinking hehad at last found the viper’s nest, he took sailwith his two filii on a ship from the port ofBergen. However, as they approached the Ice-landic coast their hostile intent triggered thelandvaettir watchers who then informed PanCaudarax, the first guardian of Iceland.

The Icelandic WarsA Digital Supplement to

Land of Fire and Ice

The Icelandic WarsA Digital Supplement to

Land of Fire and Ice

Never a creature to waste time, the dragonengulfed the ship in flame and sent in his atten-dant host to dispatch any survivors. Hadrianus’sfilii were slain immediately. Hadrianus himselfwithstood Pan Caudarax’s flame and managedto slay a group of landvaettir, before botching aspell and falling into temporary Twilight. Whileincapacitated Hadrianus was thrown into thesea and drowned.

The body of Hadrianus eventually washedup on the shores of a Scottish island, which hisspirit began to haunt.

Prelude to WarIn 1224 a magus from Loch Leglean inves-

tigates the haunting and meets Hadrianus’sghost. Hadrianus gives an incoherent accountof the battle, but makes it clear that he was slainby forces summoned by the Order of Odin. Hav-ing delivered this message his spirit rests. An

attempt to summon up his spirit for furtherinformation leads to his final Twilight. News ofthe dragon’s attack spreads quickly though theOrder: the primus of House Flambeau demandsvengeance for his fallen comrades, and membersof House Guernicus, who have long lobbied foraction, press their case.

Two archmagi rise to prominence, Julius ofHouse Flambeau and Lavinia of House Guerni-cus. Together they begin preparations for a Her-metic invasion of Iceland.

This conflict can be foreshadowed in anumber of ways. Firstly, the covenant’s localredcap reports the discovery of Hadrianus’sghost and its account blaming the Order ofOdin for his slaying. Over the next couple ofyears, there is a growing opinion among magithat something must be done.

Story Seed (pro-crusader): While on anexpedition to the Scottish Isles the player char-acters discover the ghost of Hadrianus. It is theywho bring word to the Order of the Icelandicthreat and they may become heavily involvedin the crusader faction.

Story Seed (Vindolanda): The magi hearof Hadrianus’s death and may ask Pan Caudaraxwhy he killed the archmagus. The dragon dimlyrecalls the incident and says that the landvaet-tir watchers reported a very powerful andextremely hostile group of magicians approach-ing Iceland. Pan Caudarax decided not to takeany chances and brought his whole mightagainst the vessel. As he was acting as guardianand the slain magi were clearly on some sort ofraid, he does not consider it necessary to offerany compensation for the killings. He finds thesuggestion that he is under the command ofsome order of wizards offensive. Pan Caudaraxknows nothing about any Order of Odin andclaims he has never taken much interest Norsewizards.

The War TribunalA few years later Julius and Lavinia take

the first step of seeking volunteers for a cam-paign. Letters are sent to all covenants in thenorthern tribunals asking for aid and knowledgeof Iceland. In 1230 the archmaga Lavinia calls aspecial Tribunal at Durenmar to debate andorganize the proposed Hermetic Crusade. Allinterested parties are invited to attend.

ARS MAGICA

2

Illustration by Grey Thornberry

At this point the player characters have anumber of options.

Keep QuietThe cautious option may initially be the

best. Nevertheless, in the long term this strate-gy may bring ruin as whoever wins the resultingconflict will not appreciate the covenant’s neu-trality.

Story Seed (Vindolanda, anti-crusader):These developments place the covenant of Vin-dolanda in an extremely difficult position.Assuming that Vindolanda’s secrecy has beenmaintained, no magus outside the covenant sus-pects that Vindolanda is located in Iceland. Dothe magi maintain their secrecy or do theyreveal their hand and try to convince the Orderthat the death of Hadrianus was nothing to dowith the Order of Odin?

Aid the Hermetic CampaignThis may be the natural choice for charac-

ters ignorant of the true situation in Iceland.Even if they have had friendly contact with thegaldramen hreppur, the player characters mightdecide that their duty to the Order overridesany concerns over the justice of the conflict.On the other hand, they may simply assumethat the Order will be victorious and wish to beon the winning side. Alternatively, fear is a con-tagious thing. The destruction of Hermeticcovenants in Norse lands happened and whocaused these events if not the Order of Odin?The galdramen hreppur might seem harmless,but perhaps this is just a cover.

Negotiate PeaceIf the characters enjoy a friendly relation-

ship with the galdramen hreppur, they maywish to calm the Order’s fears and negotiate apeace. This is extremely difficult, especially foryoung magi without a great deal of political ormagical power. For Vindolanda, making theattempt necessitates revealing that thecovenant continues to exist over three hundredyears after its reported destruction. However, ifmagi of Vindolanda stand up to be heard, oth-ers stand with them. A number of magi havealready claimed that the Order of Odin is amyth, only to be threatened and accused of

betraying the Order by members of HousesFlambeau and Guernicus.

It is possible that the player characters con-vince some senior magi that the dragon’s attackon Hadrianus was nothing to do with the Orderof Odin. They may be able to convince somethat Icelandic magicians know little or nothingof the Order of Hermes and certainly have noenmity towards it. In doing so support for theinvasion is diminished. However, many of thegathered magi will not be swayed, regardless ofthe strength of the arguments. For some, thechance to hunt down a group of hedge wizardsis too good to let pass; the Order was formed ona “join or die” policy and giving hedge wizardsthe choice is optional. Many hope to make theirname in the glory of battle, and as the Order ofOdin is a convenient pretext they will notentertain the notion that it is a myth. Otherssee a chance to find new vis sources, once thecurrent owners have been dealt with. Whethermotivated by idealism, glory or greed, those lob-bying for invasion have the loudest voice.

Although the pro-war faction pushesthrough their agenda, the arguments of Vin-dolanda (or any other anti-crusade faction) areheard. These arguments place the seed of doubtin the minds of many. The nobility of those lob-bying for war is called into question, as is thenecessity for it. Among the less belligerent magithere is a growing disquiet. If the player charac-ters are effective, many powerful magi withdrawtheir support. These older magi stand ready todefend the Order from a real threat, but are unin-terested in childish adventures. Hadrianus wentout looking for a fight and he found one; a seasonwasted discussing his incompetence is enough.

Story Seed (pro-crusader): One or moremagi claim that the Order of Odin is a myth andthat Hadrianus’s killing had nothing to do withNorse wizards. Obviously these magi are delud-ed or in league with the enemy. It is the duty ofloyal magi to investigate their contacts. Giventhe threat against the Order a little scrying maybe justified.

Story Seed (Vindolanda, anti-crusader):Before the War Tribunal begins the player char-acters may hit on an idea that might pull the rugfrom beneath the crusade’s feet. The playercharacters may suggest that the hreppur join theOrder en masse. This would bring them underthe protection of the Code and make the con-flict illegal. However, the proud Norsemen are

LAND OF FIRE AND ICE

3

very reluctant to surrender their independence:just as they refuse to serve a jarl or a king, sothey balk at serving a primus.

If the player characters manage to convincethe hreppur to swear the Oath and present thisfact at the War Tribunal, Julius and Lavinia arecaught flat-footed. However, Lavinia recoversquickly, pointing out that members of the Orderare required to join a House and this technical-ly requires the agreement of the House primus.Normally this is taken for granted if a magicianjoins House Ex Miscellanea. However, the arch-maga Lavinia insists that the prima of House ExMiscellanea approve each candidate beforeaccepting them as members. This is an impossi-ble request as the prima of Ex Miscellanea iscurrently refusing all contact with the outsideworld as she prepares for the apocalypse she hasbeen predicting for decades. Therefore, Laviniadeclares their membership invalid.

This ruling causes uproar, with severalsenior magi disputing it passionately. Julius andLavinia maintain their junior supporters, but alltheir peers desert them. Out of respect for Juliusand Lavinia, most simply depart the Tribunalrather that actively oppose them. Eventuallythe matter is decided by certámen betweenJulius and the most senior magus to activelyoppose the conflict. Julius wins.

The ChoiceThe War Tribunal ends with the declara-

tion that, in revenge for the death of Hadrianus,all Icelandic magicians are enemies of the Orderand their lives are forfeit. Quaesitor Laviniadeclares the tribunal legal and binding.Depending on events driven by player charac-ters, the crusade may still have the support ofmany senior magi or it may be reduced to a verycontroversial venture. In the latter case, a num-ber of elder magi pledge to take the matter tothe Grand Tribunal.

The player characters are now left with adecision. The arguments presented duringthe debate may have changed their position.Pro-crusaders could now be in doubt over thevery existence of the Order of Odin; a simplecampaign of murderous conquest may not beto their taste. Anti-crusaders may now

believe the threat is real or that opposing thewar is suicidal.

Story Seed (Vindolanda, pro-crusader):With Vindolanda as a base an immediate con-frontation with the guardians is avoided. Withthe information the player characters can pro-vide, the Hermetic expedition is able to slaymany of Iceland’s leading magicians in the firststrike. Bard’s counterattack (see below) is likelyto fail against Scartaris and in this event Icelandquickly falls to the crusader force. Should thisoccur the “Crusader Victory” sections should beconsulted.

Alternatively, if the player characters donot suggest that the Aegis of the Heath is re-castat 75th level then Bard may be able to violent-ly flood Scartaris. This should be done while theplayer characters are away, so as to avoid killingthem all. In this case the “Bard is Victorious”sections should be consulted.

Bishop Magnus’s delegation sets out ineither event.

Story Seed (Vindolanda, anti-crusader): Ifthe player characters revealed their connectionto Iceland, Lavinia demands their cooperationand gives them a season to comply. If the Vin-dolanda council decides to defy Lavinia, theyface the abandonment of their mainland site.Iain can command the gate spirit to swallow thegatestone on one side and deliver it to theother; thus sealing off the Scartaris complexfrom the mainland.

However, if the characters never revealtheir location this is unnecessary. Maintainingthe mainland site enables the characters to keepinformed as to the progress of the Hermeticforces.

If Bard and Pan Caudarax are informed ofthe invasion, they are better prepared to con-front it. They in turn inform Vindsvall and theGray Bull (if free). This may prompt the magi tofree the Gray Bull and Bard suggests this, if ithas not already been done.

Given that foresight talents are not uncom-mon among Icelandic magicians (Premonitions,Visions, Divination), there is a great disquietover predictions of death and destruction. Thereport by the player characters gives firm infor-mation on the nature of the threat. The magiare asked what the galdramen hreppur mightexpect from Hermetic magi and why they are tobe attacked.

ARS MAGICA

4

If they wish, the magi can teach galdramenParma fairly quickly. However, they do not havemuch time to practice it before the initial inva-sion. Alternatively, many galdramen are able togive themselves good magic resistance by land-vaettir bargains. Even so, direct confrontationwith experienced Hermetic magi is suicidal.The best advice the magi can give is to hide. Ifthey remain concealed, the Hermetic magi areleft chasing shadows.

Story Seed (pro-crusader): The exactnature of the opposition on Iceland is currentlyunknown. The crusade would greatly benefitfrom more information. It is proposed that anumber of scouting parties attempt to reach Ice-land and investigate the opposition.

Magi who make this attempt are confront-ed by Pan Caudarax and may suffer the samefate as Hadrianus. However, Pan Caudarax is amercurial creature and if he perceives the magi

as weak, he does not kill them immediately. Heinquires as to their business on Iceland. Fromthis conversation, the magi may learn that PanCaudarax denies being a pawn of the Order ofOdin and claims that his decision to kill Hadri-anus was his alone. He also claims that theirlives are forfeit and asks why he should sparethem. However, the dragon is toying with themagi and agrees to let them return to the main-land. If the player characters are particularlypersuasive, he may allow them to continue toIceland, if they swear to their good conduct.

If only grogs and companions are sent, theyescape the attention of the landvaettir watch-ers. They can then investigate Iceland and itswizards as much as they wish. If the storyguidehas Vindolanda exist as a non-player charactercovenant, the player characters may be able toidentify its presence on the Snaefellsnes.

LAND OF FIRE AND ICE

5

VindsvallCharacteristics: Cun +5, Per +10, Str +10, Sta +15, Dex +15, Qik +15Magic Might: 75Size: +6Personality Traits: Fierce +3, Brave +6, Cunning +3Reputations: Guardian 3 (Icelandic magicians)Weapon / Attack Init Atk Dfn Dam FatBite* +25 +20 +14 +30 +201st Claw* +20 +20 +14 +20 +202nd Claw* +20 +20 +14 +20 +20* Furious Attacks that can be used to attack multiple opponents in a single round without

penalty. Soak: +41Fatigue levels: OK, 0, 0, 0, –1, –1, –1, –3, –3, –5, –5 UnconsciousBody levels: OK, 0, 0, 0, –1, –1, –1, –3, –3, –5, –5 IncapacitatedPowers:Weather Mastery, CrAu, ReAu 60, 0 magic points: Vindsvall can generate any weather effect

up to 12th magnitude.Spiritual Form, MuVi 40, 0 magic points: Vindsvall may choose to be material or immaterial at

will. While immaterial he may travel at 100 times his normal flying speed.Roleplaying Notes: Vindsvall is Iceland’s second guardian, a spirit as old as the land itself and

bound by the ancients to protect the island from hostile magic. Although superbly cun-ning Vindsvall still has the mind of an animal. If a way is found to communicate with Vin-dsvall, he will only be interested in information relevant to his duties. He does not haveany patience for idle conversation.

Appearance: An immense eagle whose wing tips seem to brush either side of the sky. He is thecolor of a stormy sky, with a beak and talons that appear lightning–bright. The beating ofhis wings seems to be the sound of thunder itself.

The HermeticArmada

If the player characters have offered Vin-dolanda as a base to the Hermetic force, thenthis section can be ignored.

The armada consists of two large ships. Amodified Aegis of the Hearth ritual, providing+75 magic resistance, has been cast on both.They are also protected by powerful wardsagainst fire, and a Muto Herbam spell giving theships +20 soak.

Unless informed by player characters, noneof the crusaders is aware of the nature of the Ice-landic guardians or their attendant host. Hadri-anus spoke of a dragon and other beasts; thelandvaettir materialized to attack him since hisParma was so strong. He did not mention spirits.

Julius is primarily an Ignem specialist, andhis most powerful spells are designed for hunt-ing renounced magi. However, his knowledgeof Vim is no more than average and he hasonly learnt Perdo Vim spells against demons.Similarly, Lavinia is an Intéllego specialist,and although skilled at wards and necromanticmagic, she has no offense spells against magi-cal spirits.

ARS MAGICA

6

The Gray BullCharacteristics: Cun +0, Per +5, Str +30, Sta +30, Dex +5, Qik +5Magic Might: 80 (currently 20)Size: +8 (currently +2)Personality Traits: Fierce +6, Brave +6, Single Minded +6Reputations: Guardian 3 (Icelandic magicians)Weapon / Attack Init Atk Dfn Dam FatGore +20 +20 +7 +58 n/a1st Kick* +15 +20 +7 +48 n/a2nd Kick* +15 +20 +7 +48 n/a* Furious Attacks that can be used to attack multiple opponents in a single round without

penalty. Soak: +68Fatigue levels: TirelessBody levels: OK, 0, 0, 0, –1, –1, –1, –3, –3, –3, –5, –5, –5 IncapacitatedPowers:Shapeshift, MuAn 40, 0 magic points: The Gray Bull can change his size at will, from +2 to +8.

When not acting as guardian he wanders the Icelandic highlands as a Size +2 bull.Spiritual Form, MuVi 40, 0 magic points: The Gray Bull may choose to be material or immate-

rial at will. While immaterial he may travel at 100 times its normal running speed.Roleplaying Notes: The Gray Bull is Iceland’s third guardian. Bound by the ancients to pro-

tect the island from hostile magic, for millennia it wandered lonely over the highlands.Once the Norse brought cattle to the island the Gray Bull would often seek out theirherds. However, in 1105 AD this mighty spirit wandered into the fields surrounding thecathedral of Skalholt, attracted by the bishop’s cows. He tarried too long in the Domin-ion and lost much of his power and size, before being captured by herdsmen. Being strongand virile, the Gray Bull has produced many strong calves. The bull now ages and dies,but produces a gray male calf to host his spirit; in this way it endures. The Gray Bull’spower lies dormant, tamed by the Dominion. His size is +2 and is Magic Might 20 whilehe remains in the Dominion.

Appearance: The Gray Bull currently looks like a large bull of the usual Norse breed, exceptfor his near white coat. If freed from the dominion, he will grow to a vast size in the formof an aurochs.

Apart from Julius and Lavinia, the makeupof the Hermetic force depends on the events atthe War Tribunal.

If support is still strong, the force consists oftwelve powerful hoplites and twenty moderate-ly powerful magi, mostly from House Flambeau.A third archmagus also joins the expedition, aTheban spirit master called Albinus of HouseEx Miscellanea. Albinus has spells capable ofdefeating the guardians. They also have anyplayer characters that join up and 100 well-equipped grogs for each ship (in addition tocrew).

If support has been undermined Albinuswithdraws his assistance, as do six of thehoplites and five other magi.

If the hreppur tried to join the Order onlyto be rebuffed by Lavinia’s doubtful ruling, theexpedition loses eight hopiltes and ten othermagi. Outraged, Albinus travels to Iceland andmeets with the guardians and Biorn Egilsson(leader of the hreppur). Albinus affirms the

hreppur’s membership of the Order and pledgeshis support against the invasion. If given a labby Vindolanda, Albinus can provide theguardians with magics to help them against thecrusader forces.

The armada sails in the summer of 1232AD.

Story Seed (Vindolanda, anti-crusade): Ifthe magi of Vindolanda have kept their con-nections to Iceland secret, they may be able toplace magi, companions or grogs on one or bothcrusader vessels. If a magus manages to partici-pate in one or both Aegis of the Hearth wards,secures casting tokens and gets them to PanCaudarax, the armada is in serious danger.

Story Seed (Vindolanda, anti-crusade):The magi are asked to free the Gray Bull fromits domestication. Bishop Magnus is unwillingto lose his prize stud bull and so unless the magimake an irresistible offer they have to take it ina raid. Once outside of the Dominion, the GrayBull bellows and the host flocks to him, feeding

LAND OF FIRE AND ICE

7

The HostCharacteristics: VariesMagic Might: 20 to 50Size: –5 to +3Personality Traits: Fierce +6Powers:Spell Powers, Varies, Varies: The individual spirits of the Host can create a spell effect of a level

equal to their permanent Might.Grant Might, CrVi, Varies: The individual spirits can grant the guardian temporary Might

points.Heal Guardian, CrAn or CrCo, Varies: For every 10 points of Might expended the spirit can

heal the guardian one Health level. The spirit must touch the guardian to use this power. Spiritual Form, MuVi 40, 0 magic points: Members of the guardian Host may choose to be

material or immaterial at will. While immaterial they may travel at 100 times their nor-mal speed.

Shapeshift, MuVi 20, 0 points: Members of the guardian Host can transform themselves intoany form they wish. While material, they have combat characteristics equal to a Beast ofVirtue of that type. Particularly powerful landvaettir (Might 40+) are able to transforminto fantastic beasts of equivalent Might. Even if their spell powers are ineffective, teethand claws may be.

Roleplaying Notes: Members of the guardian Host obey the current guardian without ques-tion. They have no regard for their own existence and will aid the guardian in whatevermanner possible. They can heal the current guardian, give it temporary Might points ifrequired or fight directly.

Appearance: The appearance of the Host changes for each guardian, see chapter two of Landof Fire and Ice for details. Around two thousand landvaettir form the Host, but for allintents and purposes there are endless numbers waiting to replace any slain.

him Might points. Within a few minutes herecovers his full size and strength. He thenstrides into the highlands.

Although a raid is not normally dishonor-able, a raid on the bishop’s herds is slightly inap-propriate as an active defense is unlikely. Ittherefore risks being seen as cowardly. However,Bishop Magnus is as powerful as a storgodi inlegal terms and provoking a case from him maybe seen as bold. It will certainly be a hot talkingpoint for years to come. The magi should beginsecuring support from the legal case as soon aspossible to avoid outlawry for the raid’s leader.Even if the settlement avoids outlawry the com-pensation paid is likely to make this a veryexpensive transaction.

Story Seed (crusade): There are traitorsinfiltrating the expedition. Can the player char-acters discover them and their plan in time tosave the fleet?

Assault on the GuardiansAs the Icelandic coast is first sighted, Pan

Caudarax approaches the ships with his host.He first sends in drake images to assess thestrength of the opposition. The blaze of magicfrom both boats gives him pause.

Pan Caudarax shapeshifts into a lindormand dives into the sea, while the host makes itsway to the ships. The host is unable to pene-trate the Aegis of the Hearth wards and presenteasy targets for the Hermetic magi. However,not being physical presents a problem. Somemagi have specific spirit killing Perdo Vimspells, but most do not. Even so, these spellsnormally target individuals rather than groups.Even group target spells cannot affect morethan a dozen landvaettir at a time and there arethousands. As the Hermetic magi attempt toslay the host, Pan Caudarax attacks the shipsfrom below in the form of a kraken. However,the Aegis of the Hearth wards should repel him,leading to a counterattack.

It is possible that Pan Caudarax is slain inthis encounter. This depends on the makeup ofthe crusader forces and any aid Pan Caudarax isgiven. Having known they would face a dragon,the crusaders have spells designed to slay hugebeasts and vis enough to penetrate any MagicResistance. Nevertheless, with the host healingany injury Pan Caudarax takes, he may escape.

If Albinus is part of the crusader force, the hostis driven off by his magic; this leaves Pan Cau-darax extremely vulnerable.

Next Vindsvall leads an attack. If Albinusis present, he again drives off the host, leavingVindsvall without his normal assistance. OnceVindsvall is spotted Albinus is able to capturehim in a spirit bottle.

If Albinus is not present, Vindsvall createsa massive storm and the ships are struck againand again by huge thunderbolts. Eventually athunderbolt penetrates the Aegis of the Hearthward on one vessel. Even with its other protec-tions the ship is badly damaged and a number ofpeople are slain. Vindsvall commands the hostto concentrate on this vessel. They blow power-ful gusts of wind onto waters surrounding thedamaged ship, causing huge waves to crash overit. Many are swept overboard and the shipbegins to sink. Eventually a magus spots Vin-dsvall through the clouds and casts a sponta-neous Kill the Living Air with a two rooks of vis.Vindsvall is badly drained of Might and is onlysaved and helped to retreat by the host. How-ever, the stricken vessel sinks with the loss ofabout seven magi and most of the mundanes.

The remaining Hermetic vessel then makesit to the Icelandic coast and begins looking fora harbor. They find one on the southeasternquarter, where they drop anchor. If it has beenfreed, the Gray Bull now attacks.

Again the presence of Albinus makes thedifference, but even he may not prevail againstthe Gray Bull. Now standing over 120 feet atthe shoulder, the Gray Bull appears withoutwarning and charges into the bay. Albinus hasan even chance of casting a spell in time to stopthe charge (this may be modified by playeraction). If he is unsuccessful or simply not pre-sent, the Gray Bull moves straight though theship’s ward and it is smashed. The impactknocks Albinus unconscious and into the sea.Others are killed outright.

The third guardian is virtually invulnerable(+68 soak) and even if magi manage to pene-trate its Magic Resistance, they are unlikely todo any damage. Even spells designed to slaydragons may be useless against this Size +8 spir-itual beast. Its huge natural resistance simplydefeats any such effect.

If the other ship is still afloat, the remain-ing magi have two combat rounds to reactbefore it too is smashed: cutting the anchor and

ARS MAGICA

8

propelling the ship out the open water shouldwork. The Grey Bull follows them out to theedge of the bay, bellowing as he does so. If bothships are destroyed, only magi with Leap ofHomecoming spells and other travel magicescape.

If Albinus captures the Gray Bull the cru-saders land and set up their base (see below).Bard bides his time, while the giant communityprepares for war.

Story Seed (Vindolanda, anti-crusader):The magi of Vindolanda may be able to providethe guardians with an advantage. If they cansecure casting tokens for Pan Caudarax, he isable to capsize one ship with ease. The counter-attack by the other vessel may kill him or drivehim off. In this case, the Vindsvall or the GrayBull finishes the job. Alternatively, the magimay be able to create potions powerful enoughto allow the dragon to penetrate the crusaders’wards. Level 85 Creo Vim or Rego Vim potionswould enable Pan Caudarax to break through.

Story Seed (pro-crusader): Player charac-ters may be able to save the lives of a number ofmagi and grogs from certain death. Quickthinking and spontaneous magic may limit thecasualties.

Story Seed (pro-crusader): This phase ofthe campaign depends on the expertise in spiritmagic possessed by the crusaders, particularlyAlbinus. If crusader player characters areextremely knowledgeable in Vim and have theappropriate spells, they might shift the balancein a similar way.

Hermetic FootholdIf the guardians repel the Hermetics, they

return to the mainland and rethink their strate-gy. By the next summer, the Hermetics have anew plan. Members of House Bonisagus hypoth-esize that Bjornaer magi may avoid the atten-tion of the guardians in their animal form. Thisproves to be the case and once on the land theyfind themselves unmolested by spirits whateverform they take. They therefore plan to ferry thematerials required to create a Hermes Portal.

They secretly set this up in a highly remotepart of the southeastern highlands. Once estab-lished a sizeable force travels through, conjures

a “Mystic Tower” and casts an Aegis of theHearth. From this position, the magi begin theirhunt for Icelandic magicians.

If the crusaders made it past the guardiansthe base described above is set up without aproblem.

Story Seed (Vindolanda, anti-crusader):By whatever means, the magi of Vindolandacome to hear of the casting of the Hermes Por-tal. Confronting the Bjornaer magi may bewithin the ability of the player characters. If theplayers act decisively, they might be able to dis-rupt the ritual and prevent the main force mov-ing through.

Story Seed (pro-crusader): The covenantof Sinus Wodinis (from The Mythic Seas) is aconcentration of magi of House Bjornaer on anisland off the southeast coast of Norway. Thesemagi have been out of touch with the Order formany decades, and the characters are sent torequest their aid against the Order of Odin.This could be a dangerous visit, as the Bjornaerdislike strangers, and may actually be allied withNorse wizards. Perhaps one of them is a troll-son?

Story Seed (pro-crusader): Player charac-ter Bjornaer are asked to test the Bonisagus the-ory. Once the theory is proven, they are askedto help defend the magi conducting the HermesPortal ritual and guard the base while it is beingestablished.

Night of TearsUnder the cover of illusion crusader magi

magically question mundanes for informationon native magicians. In this manner, they iden-tify the location of several galdramen, witchesand seithkona. This group includes the leader ofthe galdramen hreppur, Biorn Egilsson. In a sin-gle night Hermetic magi descend on twelvefarmsteads identified as harboring magicians,slaying all within. Having been forewarnedmoments before the attack Biorn Egilssonstands outside his farmstead and confronts arch-magus Julius. Calling out in Latin, he requests adialog. Julius does not waste an instant casting aspell that rips through Biorn’s Ol-spirit andincinerates the old galdraman. His companionsswiftly destroy the farmstead, killing all within.

After this the magi retreat to their secretbase and plan their next attack.

LAND OF FIRE AND ICE

9

If the player characters of Vindolanda arenot with the Hermetics, they may be discoveredat this point. Reports of the foreign Latin magiobviously point to a Hermetic covenant on Ice-land. It is not be long before Julius beginssearching for these treacherous magi.

Story Seed (Vindolanda, anti-crusader):Gunnar Loftursson, a neighboring bondi, ridesup to Vindolanda’s Dagverdara farmstead in thelate evening. He asks to see one of the toframen(magi) immediately. If a magus agrees to seehim, Gunnar explains that his young daughteris gravely ill. His galdrakona wife Asta has usedall her skill to help their daughter and protectthe rest of his household. However, despite herefforts the child is near death. Asta sent him tothe magi in search of ond (vis) suitable to offerBiarg spirits (Creo, Corpus or Vim in Hermeticterms). Gunnar is the warden of the localchurch and gaining his favor would enhance(repair?) the magi’s reputation. This being Ice-land, a gift like this is virtually certain to berepaid. Assuming the magi agree to help, theycan either give Gunnar vis or journey back withhim to assess the situation themselves.

However, the Hermetic crusaders have tar-geted Asta and a group has been sent to kill her.Asta’s fylgja warns her an hour before thegroup’s arrival and the womenfolk flee into thechurch. Although exhausted the young gal-drakona manages to maintain the spell songthat sustains the Biarg spirit keeping her daugh-ter from death, but she cannot last much longer.As Gunnar returns, the Hermetic party is con-fronting the household men guarding thechurch…

Story Seed (pro-crusader): The playercharacters receive orders to kill a witch thoughtto occupy a farmstead in the western quarter.Lavinia instructs them to bring back the witch’sheart so she may interrogate the ghost. They arealso commanded to leave no witnesses. Are theplayers willing to commit cold-blooded murder?Even if they use Mentem magic on the mun-danes who will kill the woman? The gal-drakona’s fylgja warns her of the impeding dan-ger about an hour before the magi arrive. Thehousehold flees into the nearby church; the gal-drakona and the other womenfolk blockadethemselves inside with their children, while theable-bodied men prepare to meet the threat.Neither her galdor magic nor the weapons ofthe household’s men present much threat to

Hermetic magi. Do they kill the woman insidethe church or do they drag her out to do it?

The Grapes of WrathThese slayings send tremors through both

the mundane and supernatural communities ofIceland. Ten galdramen, twelve seithkona andtwo trollsynir lie slain amongst over 120 farm-ers, laborers, and their families. Three priestsare numbered among the slain, including a sonof Bishop Magnus Gizurarson. As the perpetra-tors do not make themselves known, to the Ice-landers this makes the killings cowardly murder.

In response to this action, three Icelandicgroups become personally involved in the con-flict. Firstly the landvaettir lords held the gal-dramen leader in high esteem and they pledgeto avenge him. After a number of giants andtrollsynir are slain by Hermetic magi, theirextended families (the entire giant community)gather behind Bard to oppose the invasion. TheBishop of Skalholt calls on all Christians to dis-cover the killers and deliver them to God.

From this moment, the landvaettir lordsgive attendants to all galdramen on Iceland.Galdramen no longer need to summon spirits asthey constantly accompany them. For the dura-tion of the conflict, each galdraman is given anattendant with a Might equal to his respectiveSong Talent x 5. A galdraman merely needs tocommunicate what effect he desires, effectivelyreducing his casting time to the spell phase. Thelandvaettir attendants are prepared to acceptbargains for little if any vis.

Story Seed (pro-crusader): Player magimay be uncomfortable with a plan that involveskilling dozens of mundanes as well as the Ice-landic wizards. After all, this looks dangerouslylike “interfering with the mundanes”, leavingaside any purely ethical concerns. They mayconvince the crusaders to moderate theiractions.

Story Seed (pro-crusader): Julius com-mands the player characters to seek out a Her-metic covenant rumored to be present in thewestern quarter. With spirits as well as mun-danes on the lookout for foreigners, this task isdifficult. Any magus caught outside the protec-tion of the Aegis of the Hearth at sunset or sun-rise may be attacked by a landvaettir while theirParma is down. Any grog or companion without

ARS MAGICA

10

magical resistance is vulnerable to this spiritassault at any time. In addition, the party mayrun into a group of giants or mundanes lookingfor vengeance.

Story Seed (Vindolanda, anti-crusader):Together with the galdramen and possibly theplayer characters, Bard organizes a combinedassault on the Hermetics. Bard, Gull (leader ofthe fire giants) and the Norn lady Vigdis (an

LAND OF FIRE AND ICE

11

Gull HellirssonCharacteristics: Int +3, Per +1, Pre –1, Com 0, Str +23, Sta +22, Dex +2, Qik +5Magic Might: 68Age: IrrelevantSize: +6Personality Traits: Friend of Man –2, Calculating +3, Violent +1Reputations: Leader of fire giants +3, with Icelandic giants; Suicidal to cross +4, with trollsImportant Abilities: Jotunn Affinity with Fire 20 (molten metal), Shapeshift 19 (dragons),Transform 9 (trolls), External Soul, Survival 7 (volcanoes), Climb 5 (mountains), GreatWeapon 14 (warhammer), Thrown Weapon 10 (molten metal), Speak Jotunn 12 (Clan ofGeirrod), Potency 12 (Jotunn Affinity)Weapon / Attack Init Atk Dfn Dam FatWarhammer +30 +27 +19 +48 +37Thrown Molten Gold +20 +13 +n/a +50* +33*On the following round apply +35 fire damage, each subsequent round subtracting 5 from thisdamage. Those within 12 feet of the target receive +20 fire damage the first round, +15 thesecond and so on. The gold is magical and so magic resistance is effective. The gold turns todust at sunrise or sunset.Soak: +48 (with full scale mail armor) Fatigue levels: OK, 0, 0, 0, –1, –1, –1, –3, –3, –5, –5, UnconsciousBody levels: OK, 0, 0, 0, –1, –1, –1, –3, –3, –5, –5, IncapacitatedPowers:Jotunn Spells, CrIg, Te Varies, 0 magic points: Gull has become particularly proficient at a num-

ber of fire effects. Rather than calling on Jotunn spirits, Gull can invoke some fire magicsdirectly, and when invoking such effects Gull uses his Stamina instead of Communicationin his Jotunn Affinity casting total. Gull’s favorite effect is to conjure molten gold, whichhe handles without injury and throws onto foes.

Immunity to Fire: Gull’s development of his Jotunn Affinity renders him immune to all heatand flame damage.

Break Wards, PeVi, Te 100, 0 magic points: This power is a function of his dwarf-forgedwarhammer. The effect dispels wards and breaks any material barrier protected by such award. To active the effect, the hammer must be struck against the target. The first strikedispels wards of 8th magnitude or less. Every subsequent strike break wards a magnitudehigher, to a maximum of 20th magnitude.Appearance and Roleplaying Notes: Gull is a stern looking giant, with golden blond hair

and strange black eyes. Although not concerned about the deaths of galdramen and humansin general, he is personally seeking vengeance on Julius’s forces. A scouting party of Hermeticmagi attacked his son’s regio dwelling, killing his two granddaughters and taking his son’s inca-pacitated body back to their tower. Having an External Soul his son still lives, but the Her-metic magi are constantly cutting flesh from him in what Gull can only interpret as somedepraved game (they are actually harvesting him for vis). His internal rage is palpable in theair around him, but he remains completely in control. When dressed for war he wears a fullcoat of scale mail, each piece over an inch thick, and carries a dwarf made magical warham-mer, its head weighing over 1000 lbs.

Orlog landvaettir lady), visit the player charac-ters. Vigdis warns the magi that Julian has dis-covered the Scartaris complex and plans toattack in three days.

Bard’s plan is to attack the Hermetic towerwhile archmagus Julius and his hoplites assaultVindolanda. Gull, the leader of the fire giants,brings out a dwarf-forged battle hammer that heclaims no ward can stand against. While Juliusis busy at Scartaris, Bard, Gull and their van-guard of giants and trollsynir plan to assume theform of eagles and fly quickly over the sur-rounding mountains. Gull then plans to use hishammer on the enemy’s Aegis of the Hearth.

How the player characters plan theirdefense is up to them. Vigdis can provide eachmagus with a powerful (Might 50) landvaettirattendant to aid them. They must keep Juliusoccupied while the crusader base is assaulted.Julius and his retinue are strong, but not invul-nerable. They all have powerful Parma, but notso powerful that vis boosted spells cannot pene-trate. With their powers of prophecy, the Orlog-spirits may enable the player characters to layan effective ambush or they could simply aban-don Scartaris and set a trap.

The hoplites have wards against mundaneweapons, but are there Forms they have notconsidered? Above Scartaris Sanctum sit thou-sands of tons of glacial ice. If the magi think touse tunneling spells and Creo Ignem magic,they may be able to set up a trap that floodsScartaris in an instant with mundane water.The concussive force alone should be lethal.

The Battle for IcelandCoordinated by Norns, the Icelandic

assault begins with Gull’s vanguard surroundingthe mystic tower, followed swiftly by Bard’slandvaettir host. Gull’s battle hammer takesseven strikes to break the crusaders’ Aegis of theHearth. As he strikes the ward, Hermetic magiattempt to bring him down despite his hugemagical resistance. Eventually he is incapaci-tated by six Clenching Hand of the Crushed Heartspells backed with vis. Bard takes up the ham-mer and continues Gull’s work. Spells rain inon Bard, lightning, fire, huge steel javelins andPerdo Corpus effects. If able the host moves toheal Bard or place themselves before anyattack. They do the same for any other injured

giant, but if Albinus is present the host isquickly banished.

The balance of this battle depends greatlyon the crusader forces and any player characterinvolvement. If the crusader force is strong, theyare able to bring Bard and the other giants down.Otherwise, a heavily wounded Bard brings thehammer down on the Aegis of the Hearth for theseventh time and the ward shatters.

If this happens over a hundred giants stormacross the valley and attack the crusaders. Thehost floods into the tower and tears it apart.Some magi manage to escape back through theHermes Portal before it is destroyed or use Leapof Homecoming spells. A number of giants areslain, but the Icelandic victory is total.

At Vindolanda, the player characters eitherdefeat Julius or escape. Landvaettir aid the play-er characters by throwing themselves before thespells of the Hermetic raiders. If the players arestill losing, earth landvaettir may be able takethem away though the mountain. Alternatelythey might be captured or it could be good old-fashioned “total party kill”.

Crusader VictoryIf Bard is defeated the Hermetic forces con-

tinue their campaign and clear Iceland of itsnative magicians. During this exercise Laviniabecomes increasingly anxious as all her magicalinvestigations lead to the conclusion that noneof the Icelandic magicians knew anything of anOrder of Odin and had never made any attackon the Hermetic covenants. Depending onplayer character actions, policy may change andthe remaining Icelandic magicians be offeredmembership of the Order of Hermes. Whetherany Icelandic magicians are left to accept at thispoint is for the storyguide to decide.

If the hreppur did not initially attempt tojoin the Order, the crusade is Hermeticallylegal. However, the mundane outrage generatedby the attacks eventually gets back to the cru-saders. The fact that it is now common knowl-edge among Icelanders that the Order of Her-mes was responsible shocks many magi. Bring-ing such public condemnation on the Orderitself constitutes a Hermetic crime.

If the hreppur attempted to join the Orderthe Grand Tribunal may eventually recognizetheir membership and rule the crusade illegal.Given that Lavinia can present no evidence of

ARS MAGICA

12

a real threat, the crusaders have no effectivedefense. Whether Julius and Lavinia are laterrenounced, punished or just pardoned is up tothe storyguide. Player characters who followedthe archmagi potentially share their punish-ment in proportion to their rank.

Story Seed (Vindolanda, anti-crusader):Surviving members of Vindolanda may be ableto use the gateway to smuggle as many galdra-men out of Iceland as possible. Trollsynir andgiants can use their shapeshifting powers to flee(many to Helluland). Only by seeking Hermet-ic support on the mainland can the magi stopthe killing. One way such pressure that mightbe applied is though raising the anger of mun-dane authorities against the Order. Bishop Mag-nus’s delegation is potentially the greatest singleaid in achieving this end. The player characterscould attempt to ensure that Magnus succeeds.

Story Seed (pro-crusader): The magicalwar is over, but a hornet’s nest of mundanes andchurchmen has been stirred up. Without anyevidence of a threat to the Order, the wholebasis of the campaign seems empty. The angerof the mundanes may prompt Hermetic charges.If the hreppur attempted to join the Order thenwithout evidence that they were a threat, allthe crusader magi may be in serious trouble.Perhaps it is time to mitigate responsibility bynegotiating a peace?

Bard is Victorious If Bard succeeds and Julius still lives, the

archmagus finds himself without a base. At sun-set he is attacked and captured by Bard’s forces.Yfel lords then take him away for their long andinventive amusement.

Story Seed (Vindolanda, anti-crusader): Ifthe magi wish, they can aid in the assault on themystic tower. Not being magical creatures theycan take the battle inside the Aegis (albeit withpenalties). They may also be able to providepotions or other magics of benefit to Bard’sforces.

Story Seed (pro-crusader): The playercharacters are away scouting when the base isattacked. They must find their way off theisland, before they meet the same fate as theircomrades.

Story Seed (pro-crusader): The playercharacters fail to escape the island; they are cap-tured by a group of galdramen and attendant

landvaettir. They are taken prisoner and Yfelspirits temporarily suppress the player charac-ter’s Gifts. If the characters swear to their goodconduct, they are allowed to live. There is nosuch thing as a prison in Iceland and the playercharacters are assigned to a household. They areexpected to contribute to household tasks, ifthey wish to eat. As long as they behave them-selves, they are well treated. Magi who keeptheir word may be asked to teach the house-hold’s children Latin and letters as their house-hold task. Such characters may eventually findthemselves more honored guests than hostages.

Those who constantly attempt to escape(an impossible task without outside help) ordefy their captors, suffer from an empty stomachat least. Unless the character is tired of life,assaulting the householder or his family shouldnot be attempted.

(This scenario is not appropriate for manyplayers, who joined the game to play powerfulmagi not powerless captives. It is also incom-patible with those guilty of cowardly butchery,who would be killed once identified. However,for those who might appreciate an unusualopportunity for character development it maywork well.)

The BattleComes Home

If Bard is victorious, a number of galdramenand giants plan attacks against Hermeticcovenants. If Pan Caudarax has been slain, hismate assumes the mantle of guardian and joinsthis effort. Unless dissuaded the raids provoke afull-blooded response from the Order. Now theOrder knows the nature of its Icelandic foe,magi can quickly develop the necessary spells.Iceland cannot hope to repel an attack of thismagnitude. Hopefully the galdramen and giantscan be persuaded to target only responsibleindividuals.

If Bard is victorious due to the assistance ofAlbinus and other Hermetic magi, it may wellbe possible to persuade the Icelanders to seekjustice through Hermetic tribunals, rather thanthrough raids (see below).

LAND OF FIRE AND ICE

13

If Bard was defeated, the crusaders onlyhave to worry about the mundane and the pos-sible Hermetic legal situation. Whether Bard isdefeated or not Bishop Magnus Gizurarson jour-neys to Bremen and together with the archbish-op set out on a delegation to Rome. There hepetitions the Pope for action against the Orderof Hermes. If successful, the Pope excommuni-cates all Christian members of the Order ofHermes and forbids Christians from serving ortrading with them.

This situation may continue for years.Eventually pressure builds for a settlement.

Story Seed (Vindolanda, anti-crusader):The player characters are asked to join a raidingparty. Are these magi willing to take part in acampaign of murderous vengeance? The oppor-tunities for loot are very attractive. Refusal mayoffend those making the offer and might lead tosuspicion. However, more foresighted magi mayrealize the long term folly of such a move. Indis-criminate attacks against random targets wouldbring ruin.

However, vengeance is possible; most neu-tral magi would accept a counterattack againstthe responsible parties as natural justice. Withthe assistance of Orlog spirits, ambushes for par-ticular magi might be arranged. Such a precisevendetta would not significantly undermine anyanti-crusader support among the Order,although it would greatly reduce the chances ofany crusaders facing Hermetic justice.

Player characters may also suggest that theIcelanders not take revenge, rather seeking tohave the invading magi brought to Hermeticjustice. The landvaettir could be presented asfaeries, and the crusaders certainly interferedwith the mundanes, so there is a strong case tobe made for renouncing the crusaders. The Ice-landers will not be keen on this solution, how-ever, unless their victory was made possible byHermetic assistance.

Story Seed (pro-crusader): Reports comein of expedition members being ambushed andkilled while traveling. The player charactersmust be on their guard. However, what form theattack may take they do not know.

Story Seed (general): The player charac-ters get to hear of Bishop Magnus’s delegation.They may wish to stop it, but how can this beachieved without making the situation worse?

Resolution

Hermetic DominationIf Julius and Lavinia defeat Bard they are

only forced to a compromise if significant mun-dane or Hermetic pressure is applied. Withoutthis, the clearance continues and Icelandbecomes an empty territory, ripe for a Hermeticland-rush. The hostility of mundane Icelandersprobably endures for decades if not centuries,although if the player characters moderated theraids this may be easier to overcome. The land-vaettir never forgive the invaders, making life asdifficult and as dangerous as possible for newcovenants. New Hermetic immigrants who hadnothing to do with the crusade may be able tonegotiate personal treaties, albeit in the face ofinitial hostility

If significant pressure is applied to Juliusand Lavinia then some sort of peace negotiationis attempted with any surviving Icelandic magi-cians, bishops and godar. In this case, the Set-tlement section (see below) may be adapted tosuit.

Hermetic FailureThe Hermetic reaction to failure depends

on the actions of the Icelandic magicians. Ifthey launch indiscriminate raids of vengeance,the Order decides that the crusade was justified,and launches a punitive attack backed by its fullstrength. As noted above, the Order, acting as awhole, is far stronger than the Icelandic wizards,and Hermetic victory is all but inevitable.House Jerbiton engages with the church, andsucceeds in having the excommunication lifted.An investigation into the use of sorcery by Ice-landic clergymen is begun and succeeds in clos-ing both cathedral magic schools.

If the Icelandic magicians refrain fromlaunching any raids of vengeance, or target onlythe perpetrators, the Order of Hermes sooner orlater decides to negotiate a peace treaty. Thespeed with which this decision is made dependslargely on the political activities of the playercharacters.

ARS MAGICA

14

The primi of House Guernicus, Bonisagusand Jerbiton send emissaries to Iceland to nego-tiate a peace treaty. Being without hostileintent they reach the shore unchallenged. Fromthere, the player characters hear that they havebeen brought before Bishop Magnus Gizurarson.

SettlementChaired by Bishop Magnus, the meeting

with the Hermetic emissaries tries to bring thehreppur within the Order.

The options are.1) Integration of the galdramen hreppur

into the Order within House Ex Miscellanea.This is the option favored by the Order if therewere any retaliatory raids. However, if the hrep-pur had attempted to do this before the start ofthe conflict, the emissaries find their positionundermined by the previous denial of admis-sion.

2) Recognition of the galdramen hreppurand a peace treaty guaranteeing mutual protec-tion from attack. The option favored by thehreppur, and by the Order if there were no retal-iatory raids at all. If there were raids, the Order’semissaries strongly oppose such a solution.

3) Integrate into the Order of Hermes as anew House, with assurances that they may fol-low their own laws within Iceland. This com-promise solution might be obtained throughskilled negotiation.

Whatever long-term position is reached,the Icelanders demand compensation for all oftheir dead or injured countrymen. Bard alsodemands compensation for the giants slain anda separate treaty between the Order and thegiants. The new leader of the galdramen sup-ports Bard’s demand and it is made a conditionon any deal to join the Order. Again, theOrder’s attitude depends on whether there wereretaliatory raids. If there were, the Orderdemands compensation for its losses.

Negotiations on the balance of bodies maytake days, as the relative rank and status of eachmust be considered. It is also suggested that anyHermetic magi who killed or injured an Ice-lander be considered an outlaw if they return tothe island. In return, the Icelanders offer thatany Icelander who killed or injured a magus notunder forfeit immunity is considered an outlaw ifthey travel within a league of a covenant they

attacked. The Order pushes for outlawry to berestricted to those magi who killed mundanes,and for Icelanders who killed or injured magi orcovenfolk to be considered outlaws if they enterany tribunal. Compromise is possible. Obvious-ly, the side that engaged in the least wantonslaughter has a strong advantage.

If the bishop managed to get the Pope toexcommunicate the Order, once a settlement isreached, he sends a letter to the Pope asking forabsolution to be granted.

Story Seed (Vindolanda): If the magithrew their lot wholeheartedly with the galdra-men hreppur they have great influence. If theyhave taught galdramen Parma or even Hermet-ic magic, then the Hermetic emissaries insistthat the galdramen join the Order. If the magiof Vindolanda have been renounced, they arereinstated (if requested).

If the player characters supported the cru-sade, the settlement allows them to return tothe Scartaris sanctum, but they lose any vissource granted by the hreppur.

Story Seed (pro-crusader): The playercharacters may be sent on the envoy mission ifthey have shown themselves capable in thepast. It is possible that player characters havebeen taken prisoner during the conflict, inwhich case their acquired knowledge of Ice-landic ways would be of benefit to the Hermet-ic envoys; once released they may be offered aplace at the negotiating table.

Story Seed (general): If the galdramenhreppur joins the Order, Albinus works to inte-grate galdor magic into Hermetic Theory.Should he succeed galdramen may be taughtHermetic Theurgy and Hermetic theurgists maylearn to summon landvaettir.

LAND OF FIRE AND ICE

15

CreditsWriting: Mark Shirley and David WoodsEditing: David ChartLayout and Proofreading: John NephewWoodcuts: Eric HotzIllustration: Grey Thornberry

©2003 Trident, Inc., d/b/a Atlas Games. Permission is granted todistribute this digital supplement free of charge. Ars Magica is atrademark of Trident, Inc.