Guardians of the Forest Chapter Ten: Bohemia

From Project: Redcap
Revision as of 15:57, 15 November 2024 by Audrey Azura (talk | contribs) (→‎Irenciallia: Using template)

Bohemia

Irenciallia

Immutable in the depths of rivers,
In the eternal twilight of forests,
The spirits of the old days live on

— inscription above the gate to Irencillia


Irencillia, the domus magna of House Merinita, hidden deep in faerie woods, was founded when this area was wild and uncivilized. Due to the meddling of members of the covenant the area is still largely untouched, and Irencillia has a timeless quality, seemingly unaffecte by the passage of years. The encroachment of humans into traditionally faerie areas has caused members of House Merinita to come to their domus magna in larger numbers, and the Autumn covenant has never been as large as it is now. Irencillia has little to do with the politics of the area or of the Tribunal as a whole, preferring seclusion above all else.

History

Irencillia was never the home of Merinita herself, contrary to current belief. It was established by Quendalon, second Primus of the House, when he returned from Arcadia and turned House Merinita towards the path of the fae. Since that time the covenant has remained unchanged — and ever changing.

The Lost Domus Magna

Merinita was descended from the Roman priestesses of Diana who penetrated the German wilderness while the priests of Mercury tried to build their walls around it. She was the last priestess; the cult was in its final death throes due to the waves of Christianization following Charlemagne’s conquests, and it took all of Trianoma’s persuasive power to draw her from her temple to join the Order. Irencillia was not her original home, however; rather, it was built by Quendalon. The House knows that Irencillia was not the temple to Diana, but they do not remember where the original temple is, nor what it was called.

Setting and Physical Description

Irencillia is located in the northern stretches of the Bohemian Forest, bordering the Bohemian plain. Primarily composed of beech and oak, this part of the forest does not have dense undergrowth, just an expanse of brown leaves beneath the wide green canopy of the trees. Low-growing shrubs are discouraged by the numerous fallow deer who dwell here, and wild boar root around in the leaf litter searching for acorns, beechmast, and mushrooms. There are only a few wolves, who prefer the cover in the denser southern and eastern reaches. Lynx and bears are relatively common.

Many people approaching Irencillia for the first time expect to see a faerie castle built out of living wood, populated by elegant courtiers; this is exactly what they see. Other, more practical heads expect a forest hamlet, peopled by foresters wearing oak-green and earth-brown; once again, this is precisely what they see. Mixed groups of visitors, each with their own preconceptions, see different things before them. Some might see a wooded hill with a trilithon leading to an underground labyrinth. Others might experience a narrow gully whose high walls are dotted with cave entrances populated by humans with twisted forms. Wanderers through the region who do not know of the covenant’s existence see what they expect as well — nothing but open expanses of woodland. This curious property of the covenant has existed for many centuries, and no-one knows whether it is a spell, a faerie power, or something else.

All views of the covenant have a few features in common. Some form of boundary surrounds the entire covenant, whether this be a wooden palisade, a dry-stone wall, or a tall thorny hedge. Through this wall there is a single gateway that may or may not have a door, above which is an inscription (which may be elegantly carved into stone, roughly scratched into a plank of wood, or otherwise etched), said to be the last words uttered by Merinita before her disappearance in 785 AD.

The different appearance of the covenant to each visitor is more than just visual illusion — it is a peculiar faerie glamour that causes the actual experience of the covenant to differ between individuals. A wall that feels like smooth marble to one person will be living woven withies to another, and if one plucks a leaf, the other character will swear blind that it is a chip of marble. Likewise, the covenfolk will appear different. A character experiencing an underground tumulus will find the covenfolk to be short, squat, and ugly, and might get strange looks from those seeing the covenant as a faerie castle, as they will seem to be talking to the chest of a tall lady of the court. The covenfolk seem oblivious to these inconsistencies, but then, it is impossible to tell precisely what version of Irencillia they are experiencing! Presumably, this effect should be stopped by sufficiently strong magic resistance, although no Hermetic magus has ever reported this occurring — but then, it would be difficult to know if the view you were seeing was the real one, anyway. If a piece of Irencillia’s physical structure is removed from its aura, it will turn into dust, dried leaves, and twigs once the sun rises or sets.

No one ever forms the same global picture of Irencillia — it is impossible to construct a map of the place that would be of any use to another. Some areas have a “firm reality” where a consensus picture has emerged: the sancta of the magi, for example. Each magus has a firm idea of what their own sanctum looks like, and this reality fairly quickly establishes itself. The sancta become highly personalized, taking the form of castles, town-houses, mysterious gardens, barrows, and so on. To a lesser extent, important communal covenant areas (such as the library, council chamber, and dining hall) take on a consensus. The other details, the connecting paths or walkways, and the configuration and placement of buildings always remain highly subject to personal interpretation.

The Faerie aura of Irencillia is highly patchy. All areas within the boundary wall have an aura of at least 1, and sancta have been established where the aura is strongest (up to a strength of 6), but the strangest places can have unexpectedly high aura values. For example, a covered walkway that leads to the kitchens has a Faerie aura of 4 along its length. Some (but by no means all) of the patches of high Faerie aura reside within a regio; most of the sancta of the magi fall into this category. Each regio entrance is marked with a symbol, such as a badger’s head or a crescent moon. The meaning of these symbols is not readily understood by outsiders. It is theorized that the scattered aura and fragmented regiones of Irencillia are the product of an immense magical out-pouring; those who know the early history of the House will realize that the war between Quendalon and Myanar was just such an event.

Those not expecting to find a covenant in the midst of the Bohemian Forest will not see it. Nevertheless, these rare visitors will wander through its halls, seeing only dense undergrowth and the occasional forest animal. Such visitors are strictly avoided by Irencillia’s inhabitants, and eventually they will find the exit and wander out, none the wiser.

The Maddenhofen Woods

This name is given to a stretch of woods on the northwestern fringe of the Bohemian Forest by the members of House Merinita. Irencillia is particularly protective of these woodlands, although they do not apparently collect vis here. The woods are well-known due to the disappearance of Tytalus here in 807 AD, who claimed he was planning to face the Queen of all the Fae. While followers of Merinita scoff that such a Queen would ever exist, a powerful faerie does indeed live in the Maddenhofen Woods. She is capable of granting one’s Heart’s Desire, but those who ask must afterwards perform a task for her; and as yet, no one has ever completed one of these tasks.

Culture and Traditions

Irencillia consists of two co-existing cultures, human and fae. Every magus resident at Irencillia has a “double” in the faerie court. These fae partners do not necessarily resemble their human counterparts closely, but it is usually easy to match faerie with magus. For example, a faerie double might adopt the same style of clothing as his counterpart, or resemble his familiar. He may have the same identifiable feature, such as a birth-mark or long nose. Inhabitants of Irencillia refer to these faeries as caricatures, and soon grow to ignore them. The caricatures lead lives separate from their humans, but they will often be found dining together, or standing near each other at public events, even though they are seemingly ignoring each other’s presence. Any magus who lives at Irencillia for more than a season will gain a caricature, raised from the ranks of the servant-folk. The prospective copy will begin by shadowing his target for a season, gradually adopting the target’s mannerisms and changing his appearance. At the end of this time, the caricature is complete and the two return to independent existence. This process can be quite spooky, even for Merinita who haven’t been apprenticed at Irencillia. Upon the death or departure of a magus, his caricature will return to the ranks of the covenfolk and gradually lose its individuality. In game terms, every long-term resident of Irencillia gains the Faerie Friend Flaw for the duration of his or her visit.

The Faerie Might of a caricature varies. It often becomes higher over time, up to a maximum determined by the status of the magus at Irencillia. This status does not necessarily equate with magical power, although old magi do tend to have powerful caricatures. Political power or a deep understanding of faerie ways can also cause caricatures to become strong. Some magi who revel in their caricatures by adopting their mannerisms and personalities have found in return that they become quite closely tied to their faerie copy. The two may become more difficult to distinguish from each other, and become Arcane Connections to each other.

Magi

Handri, Primus of House Merinita

  • Age: 81 (Master)
  • Personality Traits: Obsessively Secretive +6, Indecisive +1, Secure in Position –2
  • Guild: Holundergilde (Elder Guild)

Handri, the Primus of House Merinita, is a secretive man who shares his concerns and plans with only his most trusted advisors. Whereas his predecessor Vinaria encouraged political dialogue with the Primi of other Houses, Handri has turned his attentions wholly to the faeries, conducting long private diplomatic missions into faerie areas. Rumors suggest that he has even met with survivors of House Diedne. Handri is equally secretive about his magical abilities — none can be found who have witnessed him using magic (or will admit to having witnessed it) apart from his signature spell, which earned him the status of master). Handri has been a magus for about six decades and has trained two apprentices, Iacob and Beechleaf, but has not yet (apparently) sought the status of archmage. His caricature is the Queen of Irencillia’s fae, an imperious-looking woman by the name of Rosmert. The caricature of the Primus is always the monarch of the Faerie Court, but whether there is a single, shape-shifting ruler or whether the king or queen changes as regularly as the Primus remains unknown.

Vinaria, follower of Merinita

  • Age: 97 (Archmage)
  • Personality Traits: Enigmatic +3, SelfAssured +3, Hostile –3
  • Guild: Holundergilde (Elder Guild)

Vinaria was the previous Prima of the House, but she stepped down after being outmaneuvered in its politics by her successor, Handri. Initially, it was claimed that she had entered “Faerie Twilight,” but seven years later she returned with no apparent change in her appearance or personality. Secretly, Handri is scared of her — since her return he feels that she has an inner strength that never existed before. He avoids her at all costs, and even allows her to do what she wants without interference. Vinaria is politically strong — in her days as Prima, she held long councils with many of the other Primi, and is exceptionally good at manipulating these contacts to her own ends. Her caricature was the faerie king of Irencillia, who is now Handri’s caricature; since her return, she has mysteriously not acquired another, which is another cause of unease for Handri. Her magic is particularly strong in the raw elemental arts, although her spells are always clothed in beautiful glamour.

Glesig, follower of Merinita

  • Age: 62 (Master)
  • Personality Traits: Impatient +2, Friendly +1, Tolerant of Fools –2
  • Guild: Holundergilde (Elder Guild)

Glesig is considered to be the member of House Merinita who is most versed in the subterranean fae. She is a massiveboned maga with plain features, although her hair appears to be made of threads of shining copper due to Twilight. Naturally, she specializes in Terram magics. Her caricature, Humnel, has taken the seeming of an immense troll, and Glesig has made him into her faerie familiar. Humnel is very protective of his mistress and particularly dislikes her being insulted.

Iacob, follower of Merinita

  • Age: 43 (Master)
  • Personality Traits: Independent +2, Suspicious +1, Talkative –2
  • Guild: Holundergilde (Elder Guild)

Iacob filius Handri is the most politically active magus of Irencillia (excepting perhaps Vinaria), being the somewhat precocious leader of the Elder Gild. He is also in charge of a secret project conceived by Handri upon his succession to the position of Primus of House Merinita — to establish a religion in the name of the fae. Iacob is careful not to reveal any magical powers to the mundanes; nevertheless, should the Quaesitores find out about the scheme they will be deeply unhappy. Iacob is a master of Mentem magics, achieving that rank at a notably young age, and has invented a number of spells that implant thoughts and ideas in the minds of his targets. He is a tall man, apparently in his early thirties (but actually a decade older), who has a charming personality and an almost hypnotic voice. His caricature is Nestor, a white crow who accompanies him on his travels.

The God of Truth

In the last decade, a new religion has sprung up in the villages near the Bohemian Forest. It is a dualist faith: there is a God of Truth, who created the cosmos, and a God of Law, who created and rules the material world, but who cares not for its inhabitants. Proponents of the faith teach that the Church is in error, worshipping the stern God of Law rather than the God of Truth, who instead can only be found in the wild places of the world. The God of Truth is immaterial, unable to manifest in a world made and ruled by the cold god of the cities. Instead, he has sent his angels to show man the way. These angels are apparently what man calls faeries. The religion has no clear catechism other than a reverence for the wild and an abandonment of the churches; those churchmen who know of it are finding it difficult to crush a religion with no clear leader and no obvious means of transmission.

There is a leader, however. Stories tell of the Prophet Iacob, identified by the presence of an albino crow who always accompanies him. The arrival of the Prophet cannot be predicted, and no-one knows where he goes. He never preaches, but wherever he is seen the new religion seems to spontaneously arise.

Gravis, follower of Bonisagus

  • Age: 33 (Journeyman)
  • Personality Traits: Cheerful +2, Driven +2, Sensitive +1
  • Guild: Eichengidle (Oak Guild)

Gravis has come to Irencillia to pursue his life-long fascination with the fae. He is from House Bonisagus, and has found it particularly frustrating that he has been unable to grasp even the basics of Faerie Magic, despite having a knowledge of Faerie Lore that exceeds that of many Merinita magi. Gravis has avoided becoming bitter, however, and still works toward his goal. His caricature Danket is almost his opposite; a grumpy, stick-thin dwarf with a perpetual scowl that contrasts with Gravis’ chubby frame and sunny disposition.

Richenda Spinosa, follower of Flambeau

  • Age: 28 (Journeyman)
  • Personality Traits: Bitter +3, Prickly +2, Fae –2
  • Guild: Holundergilde (Elder Guild)

Richenda is a very atypical member of House Flambeau. As an apprentice she showed a great aptitude for flame-magics, but it was unknown to her master (Indulius of Fengheld) that this was due to her secret faerie heritage, descended as she was from Kupala, a faerie lord who guards the Fire Flower in Slavic lands. Her master’s bungling (in her opinion) scarred her Gift, and she was left unable to use fire magics except with great difficulty. Her natural aptitude for Herbam made her a laughing stock in her House, particularly when they learned that she had faerie blood. Richenda has become a very angry young maga with an affinity for spells involving thorns, and has sworn vengeance on her master. She has not fully come to terms with her fae side, although her caricature Jennis is helping here; he appears to be a male version of the Polish maga, and they have learned much from each other.

Ioannes Acer, follower of Merinita

  • Characteristics: Int +2, Per 0, Pre +1, Com 0, Str +1, Sta +1, Dex +1, Qik 0
  • Size: 0
  • Age: 23 (23) (Journeyman)
  • Decrepitude: 0
  • Warping Score: 0 (0)
  • Confidence Score: 1 (3)
  • Virtues and Flaws: The Gift; Journeyman; Flawless Magic; Deft Art (Herbam), Elder Gild Trained, Knight, Skilled Parens, Special Circumstances (When riding); Creative Block; Deleterious Circumstances (in city), Magical Animal Companion, Reckless, Short Lived Magic, Vow (Chivalry)
  • Personality Traits: Brave +3, Honorable +3, Deep Thinker -2
  • Reputations: None
  • Combat:
    • Greatsword: Init -1, Attack +8, Defense +4, Damage +10
    • Lance (mounted): Init -1, Attack +11, Defense +6, Damage +6
    • Fist: Init -3, Attack +5, Defense +4, Damage +1
  • Soak: +8 (full metal scale), +5 (half metal scale)
  • Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
  • Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
  • Abilities: Animal Handling 2 (steeds), Artes Liberales 1 (writing poetry), Brawl 3 (punch), Charm 1 (ladies), Code of Hermes 1 (fae), Concentration 1 (Herbam spells), Etiquette 2 (fae), Faerie Lore 2 (knights), Faerie Magic 2 (Herbam spells), Finesse 1 (Rego), High German 5 (flowery language), Great Weapon 2 (Lance), Latin 4 (about plants), Magic Theory 4 (recognizing spells), Order of Hermes Lore 2 (Elder Gild), Parma Magica 2 (Rego spells), Penetration 1 (Rego), Ride 2 (Kervus)
  • Arts: Cr 6, In 1, Mu 7, Pe 0, Re 10; An 3, Aq 0, Au 0, Co 3, He 10, Ig 0, Im 1, Me 0, Te 6, Vi 3
  • Twilight Scars: None
  • Equipment: Half scale mail (made in bronze), great sword, lance.
  • Encumbrance: 3 (4)
  • Spells Known:
    • Soothe the Ferocious Boar (ReAn 10) +15, Mastery 1 (Fast Casting)
    • Bind Wound (CrCo 10) +11, Mastery 1 (Multiple Casting)
    • Bridge of Wood (CrHe 20) +18, Mastery 1 (Still Casting)
    • Transformation of the Thorny Staff (MuHe 10) +19, Mastery 1 (Fast Casting)
    • Piercing Shaft of Wood (Mu(Re)He 15) +19, Mastery 1 (Multiple Casting)
    • Repel the Wooden Shafts (ReHe 10) +22, Mastery 1 (Fast Casting)
    • Strike of the Angered Branch (ReHe 15) +22, Mastery 1 (Multiple Casting)
    • The Treacherous Spear (ReHe 15) +22, Mastery 1 (Fast Casting)
    • Coils of Entangling Plants (ReHe 20) +22, Mastery 1 (Fast Casting)
    • Eyes of the Treacherous Terrain (InTe 15) +9, Mastery 1 (Still Casting)
    • Wielding the Invisible Sling (ReTe 10) +18, Mastery 1 (Multiple Casting)
  • Appearance: A young, robust-looking magus, with flowing golden locks and a sun-burnt youthful face. He is invariably dressed in ornate bronze scale armor polished to mirror-brightness, but never wears a helm. He carries a shield with his device (a white field with a green sycamore leaf), and a lance. His caricature has taken the form of a huge stag called Kervus who is capable of bearing his weight, and Ioannes rides him everywhere, even practicing his jousting from atop this magnificent beast. When not mounted, he usually removes part of his armor.
  • Guild: Holundergilde (Elder Guild)

Ioannes Acer is the youngest apprentice of Archmage Vinaria, freshlyGauntletted. He is young, idealistic, and bound up in a romantic notion of chivalry and honor which that not serve him well should he leave the protective atmosphere of Irencillia. Note that his status as Knight (and its accompanying Vow of Chivalry) has been granted by a Faerie Court, not by a mundane one. Secular lords (should he come into contact with them) will recognize his status, as long as they do not probe too deeply into the identity of his liege. Ioannes would make a suitable player character.

Other magi

There are three other magi at Irencillia, all members of House Merinita. The storyguide should let his or her creativity run wild with these magi (and their caricatures) — they are likely to be both powerful and eccentric.

Covenfolk

The covenfolk of Irencillia seem to be an anonymous group. None really stand out from any of the others, and they are as unobtrusive as possible, ignored in the main by magi and their caricatures alike. Their actual appearance depends upon what version of Irencillia is being experienced — they may be a squad of goblin-like creatures, else they might be elfin ladies dressed in pastel shades, or hairy outdoorsmen with more than a little animal blood in them. They are either humans with faerie blood or faeries who have dwelt too long among humans — they have lived at Irencillia among both peoples for so long now that it is impossible to tell. All have a Faerie Might of around 10, and some minor magical ability related to their job; thus, cleaners can animate brooms and pans to ease their work, cooks can make tasty meals out of meager pickings, and the librarian can cause books to come to him at a gesture. None of these powers rate as more than a first magnitude spell. No-one has ever reported the same covenfolk taking different appearances; as soon as one is identified uniquely from his fellows, he will always appear that way in future. The grogs of Irencillia are no different, although active duty has caused some to become more individual than others. Irencillia also employs a cadre of foresters who are more human than their other servants, primarily because they do not live in the covenant but rather in family groups in isolated forest bothies.

Story seeds

The Return of Tytalus

A young follower of Tytalus enters the Maddenhofen Woods, determined to find her Founder. This Heart’s Desire is granted, and while she attempts to complete her task, Tytalus himself emerges from the woods, protected from the centuries by its Stasis power. What could his Heart’s Desire have been, and now that he has it, what will he do with it?

Caricatures

A caricature is kidnapped, and used to exact revenge upon the magus to whom it has adopted, by exploiting the Arcane Connection between the two.

One of the magi of Irencillia is occupied with an important project, with no time to attend the Tribunal gathering, and so sends his caricature in his stead, with some basic instructions. It remains to be seen whether the caricature will be able to successfully impersonate the magus, and avoid getting into mischief.

The Margravate of Moravia

Roznov

Attribution

Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0)