Which Tribunal to choose

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A recurring question that every storyguide faces is “where to set the saga?” The following page is intended to help you make this choice. It is especially directed to storyguides that are not familiar with the official Regional Tribunals, but would like to use a tribunal book to provide a ready-made background for their saga. We will introduce the various tribunals as presented in canon, with an emphasis on the kind of stories that they best support.

How to Begin

Each tribunal is varied. There is a vast difference between a saga set in London and one set in the Welsh hinterland - although both are set in the Stonehenge Tribunal. Nevertheless, there are certain characteristics of the tribunal as a whole, and we will focus on these. Our brief description should not be considered as exhaustive.

We assess the tribunals both in accordance with their geography and history as reflected in the ArM5 core book, and with their description in Ars Magica supplements from any edition. These two levels of description mesh together well, so you can choose to forgo reading the tribunal book and develop it on your own, based on the real history and folklore of the region, and the skeletal Hermetic history mentioned in the ArM5 rule book. The advantage of purchasing a tribunal book is that someone else already did all that work for you. It often has extensive details on all the aspects of the tribunal (geography, mundane history, hermetic history, covenants, and so on), that would be hard to generate on your own. It is also always beneficial to see the creativity of the authors, even if you have other ideas. We therefore recommend reading the tribunal book, even if merely as a springboard for your own ideas. You should feel free to deviate from the official description, however, and tailor the tribunal (and, indeed, all of Mythic Europe) to your saga’s needs.

Most tribunals have been described in prior editions, and their descriptions is not a part of Fifth Edition canon. Nevertheless, much of the information in tribunal books is relevant to any edition. We note the major points of inconsistency with existing canon and rules, but our analysis does not constitute a full conversion of the tribunal to Fifth Edition. In particular, we do not convert the statistics of covenants, magi, or creatures. We only note points that will make such conversions difficult under Fifth Edition rules.

Many sagas revolve around the characters’ Story Flaws and personal interests, covenant Hooks, and storyguide plots that have little to do with any particular tribunal. Such sagas could be comfortably situated in nearly any tribunal. Still, some tribunals would provide better support for certain kinds of stories, so it is best to consider the choice of tribunal carefully. Tribunals also often have certain unique features that suggest storylines unique onto themselves, and a saga can be built on such a basis.

The Tribunal of the Greater Alps

The phrase “Greater Alps” conjures images of the grand mountains, virtually inaccessible and a perfect locale for an isolated wizard’s tower, a magical regio, or a mystical cave. The tribunal also sits in between four ancient and powerful tribunals, and is at least as ancient and venerable itself. It hosts two domus magnae, the centers of the Order’s cultural and mystic elite. All these features combine to make the Greater Alps tribunal an ideal staging area for sagas involving Order-wide Hermetic politics or high-magic mysticism.

The tribunal’s official description for Fourth Edition, provided in Sanctuary of Ice, adds further support for these themes. The tribunal is depicted as a small elitist society, that extols Roman traditions and exports “excess” magi to “lesser” tribunals. It has an abundance of elder magi, and maintains a civilized peace that allows its magi to focus on more important, long-term, grander goals than mere survival.

This tribunal is especially well-suited for plots that involve Order-wide Hermetic politics and have a Roman or Hermetic bent. This includes the activities of mystery cults such as the Legion of Mithras, the cult of Sol Invictus, or House Criamon itself, as well as actions by other groups such as the Collentes Arcanorum or the Cult of Mercury. The presence of House Jerbiton also implies that Leagues with an Order-wide interest would also find it a natural marshaling point. The presence of many elder magi makes this tribunal ideally suited to support such schemes, and its central location and the many exported magi further support this role. It would make more sense to direct some Order-wide interests from other tribunals, however; especially ones related to other Houses.

The tribunal also provides an ideal locale for exploring the Magic Realm and other aspects of Hermetic mysticism, and the Cave of Twisting Shadows may very well be a gateway to the Magic Realm. Mercurian cults are held here in high esteem, and it is an ideal location to develop them - although Mercurian relics are more likely to be found in the neighboring Rome or the nearby Thebes tribunal. Gateways to the Winter aspects of Arcadia and Faerie are also highly plausible in this setting, and at least one covenant (The Covenant Where Journeys End) is built around this theme.

The long peace and high magic of this tribunal is conductive to the establishment of long-term Hermetic projects. It houses at least one covenant dedicated to Original Research on longevity (Sinews of Knowledge), and a multi-generational effort is underway in Valnastium to manipulate the covenant’s aura. In a way, House Criamon is engaged in its own long-term project as well - finding the solution to the Enigma. The saga makes for an ideal location for similar projects. Seeker plots will tend to involve exotic locales, but should a soundly “Hermetic” and distant base of operations be desired for contrast, then this tribunal would be very suitable indeed.

Finally, the tribunal is well suited for sagas involving elder magi. Such sagas tend to involve the above themes (such as Hermetic politics or long-term Original Research), other elder magi, and a detachment from petty concerns (such as raw vis) that are characteristic of this tribunal. They are, in line with the Jerbiton and Criamon style, about far more than raw power (elder magi tend to have so much of that that stories built around it are no longer challenging).

Compatibility Issues

Sanctuary of Ice is a Fourth Edition supplement, and as such its content is not officially part of the Fifth Edition canon. Nevertheless, its contents can be used with almost no change (aside from game mechanics, which it has little of). The Cave of Twisting Shadows is described in Houses of Hermes: Mystery Cults, with only minor changes, and while the House has changed substantially its themes still support the tribunal well. The HoHMC description of it should add to any saga taking the above advice. Valnastium is similarly described in Houses of Hermes: Societates, and this Fifth Edition description can be easily be plugged into the Fourth Edition tribunal. The House itself has a far more Greek focus, and this is perhaps the major compatibility issue. Since most intellectual Romans spoke Greek and admired Greek culture, however, this can be seen as a natural part of Greko-Roman culture, and need not undermine the Roman aspects of the tribunal’s culture.

Sanctuary of Ice contains the description of a few magi that now fit poorly with established Fifth Edition canon. Archmage Pietro would be classed as fighting in the School of Sebastian, and his lineage should take up a Minor Magical Focus in Auram instead of the suggested complicated package (on p. 51 of SoI), although they may still take the noted Virtues, Flaws, and spells regardless of the package. Archmaga Jacinta should be altered if she is to be a serious contender for House leadership, as the House would not accept such an unvaliant leader. Beloved Rival is an official Flaw introduced in HoHS, and both Pietro and Jacinta should probably possess it.

Carlo’s barbegazi lineage (see p. 58) should be handled by an appropriate Faerie Blood (or possibly Strong Faerie Blood). Charlotte is a unique character who should probably be built by deviating from the rules somewhat. Capra should not have had her heartbeast developed by faeries, but otherwise can be created as a normal ArM5 character if needed.

The Hibernian Tribunal

Ireland is one of the few places in Mythic Europe that escaped an official description throughout the game’s long history. Its location in the far western edge of Europe and the rich Irish folklore suggest it as a good place to set stories involving faeries and the Faerie Realm, with many hedge wizards (perhaps mostly faerie wizards) and little Hermetic presence.

The use of Realms of Power Faerie is therefore highly recommended. The storyguide would, however, need to do his own work to put Irish mythology and legends in ArM5 terms, research Irish history and geography, and invent a suitable (even if weak) Hermetic history.

An Irish Ex Miscellanea tradition (the Corrguineach) is mentioned in HoHS.

The Iberian Tribunal

You can help improve Project: Redcap by contributing material on choosing the Iberian Tribual.

The Tribunal of the Levant

A saga set in the 13th century Levant Tribunal must contend with three themes. First is the crusades. The border of the Levant Tribunal in Fifth Edition (see ArM5 p. 201) corresponds to those of the crusader kingdoms, implying a strong connection between the crusades and the Order. It is likely that some magi aid the crusading effort, while others come to explore this exotic new part of Christendom. Other magi may hinder the crusading magi, leading to a political saga with zealous pro-crusader magi on one side, and anti-crusader magi (perhaps related to those seeking to learn exotic magic) and local hedge wizards on the other. Such a saga will likely involve heavy mundane interference, with all the plot complications this entails.

Yet if Mythic Europe’s history will follow real world history, the crusading kingdoms will come to an end as the century does. This change is precipitated by contingent events that may turn out differently in Mythic Europe. For example, a key turning point was the dissolution of the Fifth Crusade after a disastrous flood, occurring shortly after the secular and papal leaders of the Crusade parted ways. But in Mythic Europe, perhaps the flood was orchestrated by Islamic wizards, once the Divine protection of the crusade was lifted? Perhaps Hermetic magi could avert it, or alleviate its effects? Alternatively, could Hermetic magi remain in the Levant under Mamaluk or Ayyubid sovereignty, even as the crusading kingdoms themselves falter?

Sagas pursuing crusader themes will likely encounter Islamic wizards and would surely want to evoke the rich supernatural locales of the Levant. This brings us to the second theme, which is exotic magic. As the entire environment is Islamic, a natural place of inspiration is Arabian tales of magic, principally One Thousand and One Nights with its tales of genies, flying carpets, wizards, and magical places. Such exotic locales and elements could easily fill an entire saga. Magi can seek to befriend exotic wizards and learn their secrets, perhaps integrating their exotic magic into Hermetic theory, or the stories can simply serve as inspiration for fantastic adventures of all sorts.

Another source of exotic and ancient magic lies in the Biblical narrative, and includes elements such as the Adamite language and the Witch of Endor. The sourcebook Ancient Magic most likely has material of interest to such topics. The nearby land of Egypt is also associated with ancient magic such as the Emerald Tablets and the Cult of Isis, and Mesopotamia offers a rich mythology full of demons and other mythical creatures, astrological events, and strange divinities and cults. Exploring these possibilities may involve Seeker plots to find and integrate this ancient magic. Note that if Seeker plots dominate the saga, however, it may be advisable to pick a more thoroughly Hermetic background (like the Greater Alps tribunal) for the player’s covenant, to provide contrast.

The third theme Levant sagas need to contend with is the Mongol threat. Historically, the Mongols attacked the Levant from the 1260 onward, and up to 1300 raided as far south as Jerusalem. They were, however, unsuccessful in permanently holding land, and were defeated by the Mamluk rulers. These invasions took place at the end of the Mongol era, when the Mongol realm was already divided into warring factions and was converting to Islam and Christianity. In Mythic Europe, however, it is likely that the Mongols will feature their own unique magical traditions and their coming should not go unnoticed in the saga. The Mongols may be used as a clear-cut threat, to be fought and defeated, or as a further source of exotic magic, wizards, and mundane political intrigue, or, perhaps most subtly, as an opportunity to renegotiate the social order and political and regional rights (such as ownership of magical places) of Hermetic magi in the Tribunal.

The Levant Tribunal is described in detail in the Fourth Edition supplement Blood and Sand. In addition to providing an historical, political, and theological understanding of the Levant, a large part of this sourcebook is devoted to the description of the crusader states, the crusades, interactions with Islamic wizards, and so on. The Hermetic covenants are also designed to support this theme, with the four major covenants being one supporting the crusade, one supporting the Arabic counter-crusade, and two mediating between these sides. The book also extensively describes Mythic Islam and provides a system for Islamic magic, as well as depicting the Mythic Levant with its jinn and other mythical creatures and artifacts, although Fifth Edition players may find these descriptions problematic (see below). Although not a tribunal book, the Fifth Edition The Cradle and the Crescent also deals extensively with areas surrounding the Levant and its content is highly relevant to a Levant saga.

Compatibility Issues

Blood and Sand is a Fourth Edition book, and its application to Fifth Edition requires some forethought.

First and foremost, the troupe should decide on how to treat Islamic magic. Blood and Sand suggested the Sahir as magi-equivalent Islam wizards, whose magic is based on summoning and controlling jinn. Perhaps the simplest way to do so in ArM5 is to treat them as Summoners, a Mythic Companion tradition introduced in Realms of Power: The Infernal with roots in the Levant. As this is an Infernally-tainted traditions, it may be advisable to alter the mechanics to represent a Magical one.

A somewhat more extensive conversion along these lines was provided by Niall Christie, the author of Blood and Sand, and is available online. This conversion is based on the Goetic Arts and True Names introduced in Realms of Power: The Infernal, and draws on The Mysteries Revised Edition for astrology and celestial magic, while keeping the tradition of Hermetic Sahirs from Houses of Hermes: Societates in mind. As such, it is fitted well into Fifth Edition canon.

The definitive treatment of Sahirs for Fifth Edition, however, is provided in The Cradle and the Crescent. TCatC provides many details on the sahir and jinn. This treatment is especially suitable if the sahir are to be truly magi-equivalent, powerful and flexible Islamic magi bound into an Order of Suleiman much like Hermetic magi are to the Order of Hermes.

A related issue is how to treat the jinn. While Blood and Sand presents them as elemental creatures, akin to Magical elementals although possibly of other Realms, under Fifth Edition jinn bear little relation to elementals and at least some are genii loci, spirits of places. Jinn were discussed in Houses of Hermes: Societates, and Magical ones were expanded on in Realms of Power: Magic. The definitive treatment, however, is once again in The Cradle and the Crescent, which describes jinn of all Realms and how they relate to Islamic magic.

Another feature of the Mythic Levant that is repeatedly emphasized in Blood and Sand is the lack of Faerie. This is unnecessary in Fifth Edition, where many jinn can be considered Faerie and Faerie auras and locales may (at the troupe’s discretion) be just as common as in mainland Europe.

Mythic Islam is depicted in Realms of Power: The Divine, and this Fifth Edition treatment should probably take precedent over the Fourth Edition (Blood and Sand) one (although the two are very similar). Note that this book also describes Divine Islamic traditions, including the Divine powers wielded by the Sufis.

Sagas exploring exotic magic may also want to utilize material from Ancient Magic, including the Language of Adam, Caanite Necromancy, and possibly Defixio Magic, Grigori Magic, and Heron of Alexandria’s Legacy.

Finally, we note that Blood and Sand depicts the Levant tribunal as exceeding the borders of the crusader kingdoms, reaching out into Damascus, Baghdad, and Egypt. We suggest that these far-reaches would be maintained, as they make sense in light of the political situation and as a “greater Levant”. Whether that would constitute an increase to the borders of the Tribunal is a moot point, but we do suggest most, perhaps virtually all, covenants and magi to be kept within the Levant proper, so as to make the more distant parts of the Middle East more exotic. Alternatively, establishing such far covenants can be part, or the focus, of the saga.

Mesopotamia

The Cradle and the Crescent depicts...

Mythic Africa

If you go far enough south in Mythic Europe, you encounter the Ring of Fire that prevents travel further south. If, somehow, you pass through it, you will reach the lands South of the Sun.

The Loch Leglean Tribunal

The Normandy Tribunal

The Novgorod Tribunal

The north-eastern parts of Europe are the only parts of it that are still (in the 13th century) broadly devoid of human settlement (though even here the great river valleys are civilized), and where pagans can still be found in relative abundance (though even here they are dwindling). This makes this tribunal highly suitable for a similarly sparse Hermetic presence, with the local supernatural scene dominated by powerful Magical beings and locales (such as the ancient forests, the majestic Ural mountains, or the giant Pripet marshes), and by Faerie gods and their followers.

There is another historical feature that sets this tribunal apart from all others in Mythic Europe: the Mongol conquest. The invasion, dating from 1237 to 1240 but presaged by a 1223 encounter, was followed by conquest that will last until 1380 (in some parts, extending to 1480). There are several ways to handle the Mongol threat in the saga (including ignoring it). At the level of Hermetic politics, it can serve as a tangible threat to the entire tribunal. At the level of mundane politics, it can serve as the backdrop to numerous political dealings and court-wizardry. The short duration of the invasion and its dramatic nature, however, may tend to overshadow other saga themes.

The tribunal is described by the Fourth Edition book The Dragon and the Bear. This Fourth Edition description is sometimes at odds with Fifth Edition materials, but much of the book can still be used.

TDatB provides an extensive treatment of Slavic religion, that is based on the worship of Faerie gods, and describes the faeries of Slavic folklore. The tribunal likewise has numerous locales of grand, unspoiled nature, fit to be Magical places in Mythic Europe. This sets an excellent backdrop for stories based on such supernatural creatures and places. It also extensively details the Orthodox Church, which should provide good material for stories based on the Christianity-paganism conflict.

The mundane aspects of Russian (and Polish) society are also treated, with an emphasis on the warring princes. Their squabbles provide ample opportunity for court-wizardry. The Mongols and their invasion are also covered, in detail that should suffice to include them in similar plot themes.

TDatB also emphasizes the theme of mundane encroachment into the ancient places of Magic, but we actually recommend the Rhine Tribunal as better suited for this theme.

Compatibility Issues

TDatB is firmly anchored in the Fourth Edition, and contains many rules that do not sit well with a Fifth Edition saga. The tools to make the necessary changes, however, are already in place in Fifth Edition canon.

The description of pagan Slavic religion as Faerie sits well with Fifth Edition assumptions. The practice of Slavic domestic magic can be interpreted as the application of Sympathy Traits and folk charms (see Realms of Power Faerie). Pagan villages should have a (low-level) Faerie aura. Although TDatB discusses a specifically Slavic aura, this is not needed (the village aura may be tinted, however). Neighboring wilderness and pagan holy sites should enjoy a more substantial Faerie aura, and faerie denizens, as appropriate.

The Slavic pagan priests (volkhvy) are presented as a pagan tradition of faerie wizards in Realms of Power Faerie. These Fifth Edition rules should probably replace the Fourth Edition mechanics. The greatest implied change is that volkhv no longer bear The Gift, which conforms well to their position in pagan society. The volkhv should still conduct massive rituals through their Ceremony ability, although mechanically they may wish to limit the participants in the actual supernatural ceremony in order to increase its potency. The need to invest Confidence should limit such “great rituals” to rare occasions, but volkhvy should be able to apply Sympathy Traits and supernatural abilities on a more regular basis.

Koldun are presented in Hedge Magic as a Magical tradition. This sits well with their shunned position in Slavic society. An Infernally tainted Ex Miscellanea Koldun tradition is also mentioned in HoHS. Alternative, Koldun could be volkhvy corrupted by the Infernal (perhaps through Corrupted Abilities), or simply volkhvy that serve malevolent faeries.

The details on the Orthodox Church provided in TDatB are historical and should apply to the saga. The game mechanics can be replaced with those presented in Realms of Power The Divine. The same applies to the crusading orders and Catholic priests.

The description of the Mongols is likewise mostly historical and should serve well. Fifth Edition game statistics for Mongols are provided in Ancient Magic. There is no Fifth Edition substitute for their shamans that is comparable in detail, but Ancient Magic provides statistics for a shaman that are based on Infernal powers, and you can adopt a similar tactic or base them on the Summoner Mythic Companion . Alternatively, shamans may wield the Sihr ability of non-Hermetic Sahirs.

Mythic Iceland

Iceland lies well beyond the reach of the Order. It is possible no magus even know it exists! While it was designated as part of the Novgorod Tribunal under Fourth Edition, it can just as easily be part of the Hibernian, Loch Leglean, or even Rhine tribunals. For the purposes of categorization, however, we kept it as part of the Novgorod tribunal.

By the 13th century, Iceland is a wholly Christianized country, under the influence of the Norwegian king. Above all, it is a clearly Magical land, with immense glaciers and lava fields interposed with lush valleys.

Mythic Iceland thus presents a unique opportunity to explore a highly Magical land that it very much a part of Mythic Europe, but completely lacks an Hermetic presence. Magi will need to deal with the local hedge wizards, and find their place between the land’s supernatural denizens and mundane society.

Mythic Iceland is described in the Fourth Edition supplement Land of Fire and Ice. As a Fourth Edition book its content is unofficial, but much of it can be used for a Fifth Edition saga. The book presents the local Norse culture and history, as well as the magical spirits, giants, trolls, and elves that characterize it. There are several traditions of hedge wizardry in the land, and the two main ones (Norse wizard-priests and wizards wielding giant-magic) are detailed in some length.

LoFaI maintains that all hedge wizards in Iceland are united into an Order-like structure. This presents interesting possibilities for politics between the Order and this collective, but also hinders somewhat the theme of “dealing with hedge magi”. The troupe may want to consider limiting the organization to just one or two traditions, or dropping it entirely.

One should note that about half of LoFaI is devoted to providing a saga, a series of adventures (mostly) set in Iceland. This makes LoFaI more like “half” a tribunal book. The adventures themselves are still applicable, although they would require a mechanical overhaul, but almost half of them really have little to do with Iceland.

Compatibility Issues

There are many compatibility issues related to LoFaI. Its Fourth Edition game mechanics were often replaced by Fifth Edition ones.

Under Fifth Edition, “landvaetir” should be seen as a generic name for the various Magical and Faerie creatures and spirits of the land. Most can be described as Magical creatures, under the Realms of Power Magic guidelines. The most prominent are perhaps the elementals and genii loci of the land, which appear to be abundant in its many wild places (especially the lava fields, glaciers, volcanoes, and so on). Equally prominent are its airy spirits, which seem to act in concert under the guidance of the Guardians. The guardians themselves appear to be exceptionally powerful Magical beings of all sorts: the first is a dragon, the second an airy spirit, the third a magical beast, and the fourth a giant. Both the giants and the trolls of Iceland fall under the rubric of “Giants” in Fifth Edition.

In addition, there are clearly also Faerie creatures in Iceland, most notably the “alfar” (Sidhe elves). Their various types can be seen as different types of faeries. Under a Realms of Powers Faerie description, each type of alfar would draw Vitality in a different way, assuming a different role.

The Vitkir are described in LoFaI as pagan priests. While they may still adhere to Norse religion, Fifth Edition Vitkir (as described in Hedge Magic) are a purely Magical tradition, removed from its pagan roots though sometimes referring to them (much like Hermetic spell names can mention pagan deities). Their devotion to the old pagan ways and gods is flexible, and you should fit it to your saga.

The Torllsnyr are also described in Hedge Magic for Fifth Edition. Alternatively, one can treat them as the more powerful Muspelli of Rival Magic; note that these are depicted as worshiping dark primordial giants, and hence probably opponents of Vitkir (who derive their magic from Odin) and civilization. Again, although the mechanics differ the Fifth Edition version fits the giant-blood theme and the setting well. Whatever mechanics are applied to the Trollsnyr, however, true giants should also be allowed to partake of this tradition, or at least have comparable Powers.

The lesser hedge traditions of the land are more poorly described, and harder to faithfully represent. It is perhaps best to consider Icelandic witches to be faerie doctors, as described in Realms of Power Faerie. This choice connects them to the people and the faeries that accompany them, distancing them from the Magical vitkir and trollsnyr.

The Provencal Tribunal

The Rhine Tribunal

By the 13th century only few areas of Germany remain untamed. The great German eastward expansion is underway, affected by German lords and crusading orders. The great forests of Germany are slowly succumbing to mundane encroachment, and even the marshes at the north-west are, slowly, being drained. Hermetically, this is the very first tribunal, housing Durenmar, the Bonisagus domus magna. It also harbors the domus magna of Bjornaer and Merinita.

This background is ideal for telling tales relating to mundane encroachment and dealing with mundane society. It is also well suited to the study of ancient, primeval magic. The tribunal’s canonic description, in Guardians of the Forest, supports these roles well.

Nowehere are the dangers of mundane encroachment made more clear than in the Rhine Gorge. GotF leaves the valley empty of active covenants, but littered with the ruins of those that have fallen to the mundanes. This is an ideal setting to establish a new covenant that will face similar troubles, or “undo” the destruction of an old one to explore its interactions with the mundanes.

Another obvious place to explore this theme is an ancient magical forest. GotF provides rules for forest spirits and an assortment of tales about how forests were or are being broken up and rendered mundane. Even the Black Forest itself suffers from the increasing presence of monasteries.

Faerie powers also suffer from mundane encroachment, and this can be explored in several ways in the tribunal. The dark faerie spirit that dominates the Black Forest suffers from the efforts of the Church and magi alike. The witches and faeries surrounding Irencillia can come under pressure from the Church. And the goddess Danu still weeps for her lost worshippers.

The struggle between those who wish to live in harmony with the mundanes and those who wish to protect the wild from their threat (Wilderists and Harmonists) is a recurring theme that is well-suited for this tribunal. Such stories can be spun around the pious magi in the city of Lubeck, and the Three Magoi in Colonge. Those are good settings to emphasize efforts at harmonizing Christian faith and magic. Similarly, Crintera’s coping with the Danish conquest of its lands follows harmonist themes. Harmonist PCs can also busy themselves with countering the many Wilderist plots in the tribunal, such as the rampages of Urgen or X’s plot to flood the Rhine.

The tribunal’s peripheral code, however, allows taking extreme measures to protect Magical and Faerie places, and it serves equally well for Wilderist stories. In addition to furthering existing Wilderist schemes, the PCs can align themselves with Forest Spirits or faerie powers. They can release the fury of the spirits of the North Sea, greatly reducing Danish control over the northern shores and reducing the power of the trade cities. Trianoma and Roznov can be developed as models for the Wilderist visions of how wizards should integrate with mundane society - as lords, or as priests, correspondingly. Ultimately, the characters may strive to unite the great Hercynuian forest spirit itself - a task that will require undoing centuries of its gradual fragmentation and dissolution, and will substantially alter the face of Mythic Europe. An equally audacious task is to instigate a pagan revival amongst the Slavs, and perhaps turn back the tide of the Germanic expansion.

The tribunal is also well suited to the investigation of primeval, natural Magic. The ancient domus magna of Merinita still lies forsaken in its depths, and can be a source for Nature Mysteries. The significant presence of House Bjornaer, and the ancient forests themselves, also greatly contributes to this direction. Bonisagus magi, from their base at Durenmar, are well placed to take such insights and transfer them into Magic Theory and the Order as a whole.

Compatibility Issues

Guardians of the Forest is a Fifth Edition book, so there are essentially none. It is an early book, however, so a few points should be mentioned.

Forest Lore was expanded in Houses of Hermes Mystery Cults into Nature Lore, and bolstered with further Nature Mysteries. Forest Spirits were expanded into Magical Spirits in Realms of Power Magic, and are now governed by much more detailed and flexible rules. In both cases the old GotF rules are perfectly serviceable, however, and may be preferred by some troupes. Indeed, they allow for forest spirits of any Realm, and discuss their change, growth, and dissolution.

Houses of Hermes Mystery Cults clarifies that Crintera should harbor no Shapechangers, and the covenant’s association with mundane religion and especially the identification of the heartbeast in GotF are inconsistent with its description.

The Roman Tribunal

As befits the fallen homeland of the great Rome, the land of Italy has long been been thoroughly civilized and tamed. By the 13th century few wild places, suitable for a Magical aura, remain, and the land is densely populated and cultivated. In the north the Italian city-states grow rich on trade, while from further south the papacy exerts it power across all of Europe. Italy is divided and held by many powers that constantly struggle against each other, but perhaps the most influential is the Emperor (Frederic II), that holds Sicily and will struggle for control of the mainland for half a century. The Byzantine Empire would likewise make similar attempts to regain its former sovereignty in the Empire’s cradle. At the Hermetic level, the tribunal’s history stretches back to before the founding of the Order, to the ancient Cult of Mercury from which it sprang. It is home to the domus manga of the Order’s two trading houses (Mercere and Verditius), and its highest legal authorities (Guernicus).

This setting seems geared to follow, in Hermetic politics, the main themes of the mundane one. There are three main ones: trade, conflict, and the restoration of Imperial glory.

The Roman tribunal was described by the Third Edition book Tribunals of Hermes Rome. Like much of that edition the content included numerous Infernal plots, which is not the standard Fifth Edition approach. You can, of course, choose to ignore them. The tribunal is described as vis-poor, which contributes to the inter-covenant conflict and strife. While ToHR maintains that it is crowded, it does not hold many covenants and the storyguide may want to consider adding more covenants or chapter houses to increase Hermetic density.

This tribunal is an especially suitable place to stage stories about the Cult of Mercury and the Order’s pre-Hermetic roots. It is also a good place to coordinate efforts to rerform the Order, especially ones led by Guernicus and Mercere. At the more literal level, attempts to recreate a true Roman Empire, headed by Frederic or the Byzantines, should definitely involve this tribunal. While in blatant violation of the Code, should the Empire be reforged this could have considerable mystic significance.

Verdi and Harco are two centers of Hermetic commerce. Together with the presence of the Italian city-states and their clients (such as the crusaders), they make the Roman tribunal the ideal location to set stories about both mundane and Hermetic trade. This opportunity is only bolstered by the presence of many squabbling lords, that could benefit from the trade in magic items. Other covenants in the tribunal (such as Postetsas, Feritel, and Luctatio) are also heavily invested in trade.

Magvillus holds a weak but tangible force over all the Order, and establishes Rome as the natural setting for stories involving Hermetic Law. Legal actions involving interference or trade with the numerous squabbling mundane lords, the papacy or Church, or Order-wide efforts are particularly suitable.

The struggles of the papal states with their neighbors and, especially, with the Holy Roman Empire make the tribunal an inviting setting to explore relations with the Church. This theme is supported by the presence of Literatus, a papal-sponsored covenant, and a few other Jerbiton magi (most notably in Feritel and Vardian’s Tomb), granting substantial power to House Jerbiton in its efforts to harmonize relations with the Church.

The covenants of the tribunal have a long history of struggle against each other, bolstered by the low availability of raw vis and the competition that trade brings. The Hubris of Verditius magi surely doesn’t help, either, nor does the presence of many Tytalus magi (especially in Luctatio, but also influential in Rellantalli). New covenants, such as Vardian’s Tomb, will find it especially difficult to prosper under the greedy and scheming eyes of their sodales. The tribunal therefore provides a good background for tales involving the hardships of setting up a new covenant, especially ones concerning Hermetic or mundane politics and obtaining raw vis. Conversely, setting the story at one of the more established covenants provides a good opportunity to study intrigue and perhaps even Wizard’s War.

The demonic themes emphasized in ToHR can be applicable to any tribunal, but Rome does provide a unique opportunity in the sense that it serves a background of the struggle between pope and anti-pope, the Church and Antichrist - in the form of Frederic II and the “pope” he supports, and their struggles against the Church. Both sides can be seen as Infernal or Divine, as suits the saga. Stories dealing with this dramatic struggle between darkness and good should be staged at this tribunal.

Compatibility Issues

The three domus magna are described in the appropriate Houses of Hermes books (Houses of Hermes: True Lineages describes Magvillus and Harco, while Verdi is described in Houses of Hermes: Mystery Cults). These description vary only slightly from their Third Edition description.

The treaty limiting the sale of magic items is Order-wide in ArM5 (p.). Note that the tribunal may also be affected by the limitation on the magical creation of silver (HoHTL p.), which would encourage trade and strife as befits the tribunal.

The devout magi of Literatus may, or may not, be Holy Magi (see Realms of Power: The Divine). The Church, in general, should follow the rules set in Realms of Power: The Divine, while Infernal corruption of it or the Emperor’s priests can be supported with material from Realms of Power: The Infernal. Neither book is necessary, however.

The Stonehenge Tribunal

The kingdom of England in 1220 is ruled by a 13 year old child (Henri III), whose monarchy is constrained by the Magna Carta and characterized by numerous rebellions and struggles over royal rights. His vassals often war amongst themselves, especially over the prized lands of Wales. England also has a long tradition of magical kingmaking, dating back to the legendary Merlin. Hermetically, it is at the fringes of the Order, and contains the domus magna of House Ex Miscellanea (Cad Gadu). All this makes it an ideal place to set a saga where Hermetic Law is weak and interference with mundane politics rampant.

The Stonehenge Tribunal is described in the Fourth Edition book Heirs to Merlin. As a Fourth Edition book its contents are not official under Fifth Edition, but they can be more-or-less used as-is. The book supports the above theme with a highly detailed description of mundane society in medieval England, that should provide plenty of opportunities and ways for the covenants to get embroiled in mundane society. It also provides an Hermetic history with several cases of clear or suspected interference with mundanes, and a Hermetic society that maintains Hermetic law only intermittently and includes several covenants that are explicitly engaged with mundane society in one way or another (Schola Pythagorais functions as a university, Libellus runs a manor and has questionable dealings with a nearby abbey, and Burnham mysteriously received charter rights from the king).

The Hermetic history of the tribunal also marks it as a stronghold of the Diedne, making it the natural choice for stories involving their relics, remnants, or return. It is similarly suitable to feature stories about the return of Damhan-Allaidh, the fabled hedge wizard that Pralix fought (although the Loch Leglean tribunal is also suitable for this role). Arthurian and Merlin-related tales are also highly suitable here and in Normandy.

Compatibility Issues

Heirs to Merlin contains no game mechanics or statistics. This means that there are no game-mechanical aspects that needs converting, but also that there are no statistical details (like combat statistics or even aura strengths) that can be used as-is; you need to invent any that you require. The book focuses almost entirely on presenting the mundane society, period stories of miracles and magic, and Hermetic society; these aspects can mostly be used for a Fifth Edition saga just as well as for a Fourth Edition one.

Cad Gadu is briefly described for Fifth Edition in Houses of Hermes: Societates. This description is essentially compatible with the material in Heirs to Merlin. The major change is that the Fourth Edition Prima Immanuela has gone into Final Twilight by Fifth Edition, to be replaced by the more energetic and young Ebroin. HoHS also provides several details on House Ex Miscellanea and its traditions and lineages that should be useful for any Stonehenge saga. Immanuela is specifically described as being an Hermetic Haruspex, and Cad Gadu as an ancient Columbae stronghold.

Heirs to Merlin mentions ‘natural magicians’. In Fifth Edition terms, these can be represented as practitioners of experimental philosophy, as described in Art and Academe, or as the elemental or learned magicians described in Hedge Magic Revised Edition.

The Tribunal of Thebes

There are two issues every saga set in the Thebes Tribunal must face - the fall of Constantinople, and the Greek mythos.

In 1204 the great city of Constantinople was sacked and the Byzantine Empire was shattered into warring fragments, some led by Greeks while others - including Constantinople itself - under Latin control. This is still the state on the official saga starting point, in 1220. In addition to taking control of much of the Empire itself, the Latin Church is also taking control of the Church of the East, and the Venetian fleets dominate the Aegean sea and, thereby, control the many Greek islands. This forms an excellent backdrop for struggles about restoring the Empire. Historically, this struggle will largely succeed, reaching a peak in 1261 with the conquest of Constantinople by the Empire of Nicea. A saga could be based on the heroic attempt to restore the empire and defend it. A struggle to regain Imperial glory is especially suitable for this Tribunal as it is closely associated with House Jerbiton, a House closely tied to the mundane nobility and high-culture of Thebes.

The second obvious theme is the Greek mythos. Any saga set in Thebes should draw on the rich mythology and bestiaries that it offers. This backdrop, however, also calls for more dramatic storylines, involving the powerful NPCs that dominate the myths. For a Fifth Edition saga, these will come in two varieties: the Faerie Olympian gods, and the Magical Titans. A saga could be based on aligning with any one of these powers, or of opposing them. The PCs may want to return to the worship of the Faerie gods, perhaps spreading this old faith in Hermetic society or even in the mundane world, or they may seek to draw on the power of and aid the titans chained in tartarus. Alternatively, they may oppose idolatrous schemes by pagan-magi to resurrect the Faerie powers of old, or to unchain and unleash the raw powers of nature - the titans - upon the world.

The area’s Tribunal book, Sundered Eagle, considerably supports both themes. It provides an extensive history of the mundane kingdoms, which should greatly aid a saga focused on the restoration of the Empire. It furthermore provides Jerbiton covenants and magi that strive towards this aim. Such a saga would inevitably involve Infernal and Divine machinations, and SE provides many details on Divine icons, saints, and angels that may contribute to this effort, as well as Infernal machinations to oppose them - including examples of subtle Infernal corruption and its fruits, an Infernally-aligned kingdom, the demonic mastermind behind the fall of Constantinople, and more.

This theme is further supported by the distinctly-Greek Hermetic culture described in SE, that sees itself in many ways as superior to the Latin traditions of the rest of the Order. These traditions can contribute to the feeling of identification with the local Greek culture and the loyalty to the Byzantine empire.

SE also provides considerable support for the mythological themes. On the Faerie side, these include a scheme and mystery cult aimed at aligning the Order with Faerie and awakening the ancient Olympian gods, as well as information about Greek faeries. Arcadia, in Asia Minor, is in particular described as being partly in Faerie. On the side of Magic, SE discusses bindings and offers several locales and tales related to the titans and giants. It also includes a covenant sitting on a gateway to tartarus, complete with a chthonic cult and connections to the deity Hades.

Conversion Notes

Since SE is a late Fifth Edition supplement, there are none. However, it is worth noting that in many cases the use of other books is highly recommended to make good use of its content. The various Realms of Power books, in particular, are heavily relied on to depict the respective supernatural forces. Divine traditions and Holy Magi will require Realms of Power: The Divine, while depictions of the titans and related creatures would be greatly assisted by Realms of Power: Magic. The Infernal powers depicted in SE cannot be fully understood without reference to Realms of Power: The Infernal, and of course Realms of Power: Faerie would aid in depicting local faeries, including the Greek gods.

In addition, Houses of Hermes: Societates can be useful to gain a better understanding of House Jerbiton, and Houses of Hermes: Mystery Cults of House Verditius, whose primus is in the tribunal, and the Cult of Haephestus that is related to it. Houses of Hermes: True Lineages depicts the Terrae Cult that is used in relation to chthonic magic in SE. SE also draws on Ancient Magic, Hedge Magic, and The Mysteries Revised Edition.

See also