Houses of the Order of Hermes

House Bonisagus
House Arteman
House Bjornaer
House Carpandus
House Callimachus
House Criamon
House Diedne
House Epebolus
House Ex Miscellanea
House Flambeau
House Gwyddbwyll
House Jerbiton
House Menecrates
House Mercere
House Merinita
House Quaesitoris
House Quendalon
House Tremere
House Trianoma
House Tytalus
House Umbricius
House Verditius


House Bonisagus

As per 4th Edition rules. Perhaps the most famous founder, Bonisagus established a tradition of research and investigation into the intricacies of magic, and most importantly, codified this research in a manner useful to others. This House is small, but membership in it carries prestige (requires +1 virtue Mercurian Prestige), which also arises due to the central role the House played in the formation of the Order. Durenmar Covenant in the Black Forest of Burgundy is the Domus Magnus of House Bonisagus, and the birthplace of the Order. To honor this great founder, the Grand Tribunals of Europe are held at this Covenant every 33 years.

Starting Experience Points equal the age of the Magus. Starting Abilities include Hermes Lore 3, Magic Theory 5, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4

House Arteman

The members of this House are historians and scholars, who often remain apart from Hermetic decisions - rarely voting in but ardently attending Hermetic Tribunals. Among the House, there are two distinct factions (which they refer to as separate Houses, although this distinction is not widely known throughout the rest of the Order). The first is House Arteman, which pursue the research of past historical events (these Magi often specialize in a particular field, e.g., the study of a particular Duchy, noble family/clan/individual saint, geographical region, or even a line of magic), while the few members of House Nicaenetus devote themselves to the documentation of modern events. Members need not have the Gift, though this fact is kept secret from most other Houses, and further these non-gifted members are strongly discouraged from voting at Tribunals (it is considered a breach of the House's code and grounds for renouncement). Generally, non-Gifted members serve as scribes, but some have proven adequate enough to rise to prominence within the House. Arteman himself never developed a strong grasp of Hermetic magic theory, and consequently he had difficulty inventing formulaic spells or casting spontaneous spells adeptly (-2 Flaw Slow Caster). These flaws are common among members of the House (in fact, Arteman required the assistance of Bonisagus to devise the Ritual Spell for which his House is famous, Vigilant Gaze of Yesteryear ). However, many members are quite adept at Intéllego and Mentem spells. Held in high regard for their honesty and dedication to the Code by the Quaesitori, members of Arteman swear diligantly not to intervene in mundane affairs (the Qaesitori have overlooked the presence of the non-Gifted 'Magi', considering their service a valuable one to the Order, much like Redcaps of Mercere). Due to their predilection for documenting their research, many Magi of this house have come to resemble itenerant monks rather than Magi. Their gauntlet is difficult to pass, as the apprentice must unearth a new shred of historical information deemed worthy by their superiors (preferably something that repudiates current concensus). The Domus Magnus of House Arteman is Clonmacnoise in Hibernia, a monastery dating back to the 6th Century.

Membership to the House requires the -1 Hermetic Flaw Historian (accompanied by the -2 Reputation 'steward' among the Order). Starting Experience points are 11 + age, and initial abilities include: Artes Liberales 1, Hermes Lore 2, Magic Theory 3, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4

House Bjornaer

As per 4th Edition rules. Crintera is the Domus Magnus of this house, somewhere within the Black Forest on a northern spur of the Alps. Membership requires the Hermetic Virtue Follower of Bjornaer , which grants the Magus a Heart-Beast (usually the form of a particular animal). This Virtue is normally +1, but rises to +2 if the Heart-Beast is battle-worthy (e.g., a bear, wolf, or stag). Membership also confers a Reputation score of 2 as 'Germanic tradition' within the Order.

Starting Experience Points are equal to the Magus' age + 15, while initial abilities are: Hermes Lore 2, Magic Theory 4, Parma Magica 2, Scribe Latin 2, Speak Latin 4, Speak Own Language 4, Will Over Form 1

House Carpandus

(This House was originally designed by Robbie Westmoreland for the Domus Argenteus Saga). The tradition founded by Carpandus was quick to adapt Bonisagus' system of magic and apply it to the specialty of wards and barriers (Carpandus devised the first successful Hermetic wards against faeries, demons, and legendary beasts, and his prodigy went on to develop the well-known spell Muris Magica ). Consequently, many Magi in this House are particularly adept at wards, or at Rego in general. Despite its initial flourish within the Order, the House has contributed little to the advancement of Bonisagus' system in recent decades. In fact, many members have become Christians in the past century. Those who know the House best insist this is the result of their interest in the power of Divinity to ward demonic, magical, and faerie powers, and that they merely seek insight into the mechanism by which this is achieved (without clear guidance after the death of Carpandus, it appears that the House weakened politically and merely drifted to this current position). Its Magi are known to be cautious, believing their advances to have attracted the ire of malicious spirits and demons (unlike Tytalus Magi, those of House Carpandus rarely welcome conflict). Many members are also well-versed in Christian theology, often useful in diffusing Heretical accusations leveled against them (long has the House defended the Church against the more critical voices amidst the Order). Its Domus Magnus is the Covenant of Domus Doctinrae in the Normandy Tribunal.

Membership requires the +1 Hermetic Virtue Follower of Carpandus. Starting Experience Points are 9 + age, and initial abilities include: Occult Lore 1, Hermes Lore 1, Magic Theory 4, Parma Magica 2, Scribe Latin 3, Speak Latin 5, and Speak Own Language 4.

Carpandus was the Magus who devised the Aegis of the Hearth and adapted it to Bonisagus' magic, and this is a commonly learned spell for members of this House (and the contribution for which their House is most well-known).

House Callimachus

The founder of this esoteric House was a famous Greek painter, who offered rather abstract ideas about beauty and perfection. Speculations persist in the modern era that Callimachus did not possess the Gift at all, but his charismatic presence attracted numerous Hermetic followers shortly after the founding of the Order, and there can be little doubt that their current members are flourishing Magi. Although few of their founder's pieces survive, they are coveted by the House, and their members (of whom Lysistratus was most well known, a sculptor who was the first to combine clay and gypsum) often pursue metaphysics and philosophy with their powers. Their members are varied, some prefering lives of seclusion and meditation, while others embrace courtly life, much as the Magi of Jerbiton. Most of these Magi are found east of the Danube or in Thebes. Although they are few in number, Criamon regard them highly, though most Callimachus Magi dismiss the Criamon as lacking proper focus.

Each Magus of Callimachus accepts a single mundane art or craft and devotes much of their time to its pursuit (the more inventive even create their own unique forms, as did Lysistratus). Combining magic with the art/craft is revered, but true mastery requires no such manipulation. These arts include music, sculpting, writing, etc. Membership therefore requires the +1 Virtue Artist (some members of the House are rather poor at their craft, and may possess an additional Flaw such as 'Unimaginative Artist'). Although Magi do not begin with a Reputation normally, to earn one based on mastery of their Art is the ultimate compliment for members of this House. Perimella Covenant, an island in the Aegean Sea (near Crete), serves as their Domus Magnus. Legends claim that the island was once a beautiful girl adored by the god Achelous. It is said that this House has one of the most difficult (though esoteric) Apprentice's Gauntlets.

Magi begin with 12 + age Experience Points, and starting abilities include: Art/Craft 1, Hermes Lore 1, Magic Theory 4, Parma Magica 2, Scribe Latin 2, Speak Latin 5, and Speak Own Language 4

House Criamon

As per 4th Edition rules.

Membership requires the +1 Hermetic Virtue Enigmatic Wisdom. Starting Experience Points are 10 + age of the Magus, while initial abilities include: Enigmatic Wisdom 1, Hermes Lore 2, Magic Theory 4, Parma Magica 2, Scribe Latin 2, Speak Latin 5, Speak Own Language 4

House Diedne

As per 4th Edition rules. This House was destroyed in the Schism War, and no known members still survive, though at their demise, many were unaccounted for. Many within the Order fear their return and suspect that some semblance of their tradition survives (probably in the British Isles, since it was the former home of their Domus Magnus). Membership is forbidden, since the House no longer exists.

House Epebolus

The founder of this House was a recluse, known for his mastery over the human mind, who was only convinced to join the Order by the persistence of Trianoma. Although he took the Oath and participated in the circle of Founders at Durenmar, he thereafter retreated to his solitary life (announcing to the other Founders before his departure that this newfound friendship was destined to be short-lived, and would only delay the inevitible clash between them). Further, he argued that combining their magical knowledge and channeling it into the narrow-minded Forms & Techniques of Bonisagus would dilute their powers ten-fold. His argument did not sway the Founders, and after leaving Durenmar he was never heard from again. However, his initial status as a legitimate Founder presented (via a beaurocratic loophole) an opportunity for future Magi. Gradually (beginning in the late 10th Century) some individual Magi claimed this previously dormant House as theirs, retaining right of membership to the Order, but gaining independence from their master's House. By the end of the 11th Century several Magi, particularly those of Tremere and Tytalus, had pursued this course, and as they became more numerous they were eventually forced by the Quaesitori to establish proper rules. They declared the remote Covenant of Dyushambe in the Novgorod Tribunal their Domus Magnus, and Periphetes the outcast Jerbiton as their Supreme. House rules are unknown, though it is doubtful much structure (or any discernable heirarchy) exists, and at present, many Magi of Epebolus may be altogether unaware of the structuring being forced upon them. Trianoma is urging the Quaesitori to force them to further refine their House, or be abolished, fearing that some of its followers may be using the shelter of the House to pursue illegal magical pursuits (e.g., cajoling with demons).

Followers of Epebolus vary widely in character, depending upon the reason they joined the House, but most will have been initially groomed for membership to one of the other Houses of Hermes, and will begin with knowledge of their unique traditions (some Houses have accepted the loss of their apprentices to Epebolus, while others, particularly Bjornaer, are thought to forbid such allegiance under penalty of death, lest their secrets escape). Tremere initially embraced the development of House Epebolus, but in recent years has come to view the situation as a sort of 'revolution' and now advocate their dissolution (Tytalus still supports Epebolus, and criticizes Tremere's flip-flop on the matter as 'sour grapes' since they don't seem to be able to control their former members that are now part of Ebepolus). Generally its members are mistrustful of other Magi, especially those of Epebolus. Some members seek to organize this new House and earn a powerful place for themselves at its helm, while others seek only to use its name as sanctuary from the rest of the Order. Many Epebolus Magi do not actually belong to a Covenant, preferring to pursue their art in solitude (claiming Dyushambe as their home Covenant in name only). A few do actually reside and swear fealty to other Covenants, usually due to the security it provides them. Still others joined due to consternation within their own House. Magi of Epebolus are often either fiercely independent or stubborn. Many are unlikely to keep up with the Peripheral Code, pay attention to boundaries between Tribunals, or even respect, cooperate, or interact with other members. There are exceptions, but Magi gain the Reputation of 'Loner' +3 among the Order, and membership requires the -1 Flaw Hermetic Miscreant. Whether Epebolus ever knew of this tradition, or his actual line survives, is unknown. At present their members are scattered across the continent. Ambitious Magi may attempt to seize control of the House for their own political use since it lies in such chaos, but so far Periphetes has refused to allow any new Magi of the House to physically join his Covenant. Starting Experience Points and abilities depend upon the manner in which the Magus joined House Epebolus. If they claimed the House straight out of apprenticeship, they should refer to their Master's House and design their character accordingly. If, however, they are an apprentice to an elder Epebolus Magus (a rare thing indeed), their initial scores should reflect their master's lineage (consult with the Storyguide) and resources.

House Ex Miscellanea

Approximating 4th Edition rules. Traditions are considerably varied, from witches, to spirit masters, to a myriad of other possible magics, making each member Magus of this House unique to his own particular lineage. Cad Gadu in Wales serves as their Domus Magnus, if for no other reason than it was the site of their House's founding, though it is certainly one of (if not the) least influential Domus Magni of any Hermetic House. Since members of this House derive their training from quite disparate traditions, starting abilities depend upon the lineage of their particular Master.

Consequently, starting Experience Points are 31 + age, and initial abilities are pruned to include merely: Magic Theory 3, Parma Magica 1, Scribe Latin 1, Speak Latin 3, and Speak Own Language 4. Members must possess the -1 Flaw Hedge Wizard, granting a level 3 Reputation of 'Hedge Wizard' amidst the Order. Other Virtues and Flaws should adhere to the particular tradition (including the strengths and weaknesses) of the member's parens.

House Flambeau

As per 4th Edition rules. The Covenant of Val-Negra in the rocky Pyrenees is the ancient Domus Magnus of their ranks. Some members of this House do not pursue the catastrophic sphere of flame, but rather command the violent elemental magics of the air and sky. Although technically considered to be part of House Flambeau, this group of Magi refer to themselves as members of the Cult of Zeus. Many within the Order have attempted to dismiss the members of Flambeau as short-sighted simpletons prone to wanton violence, but the demeanor of its members is considerably varied, and this generalization makes little sense to those who have met assorted members of this House.

Membership requires either the -1 Hermetic Flaw Student of Fire (a reflection of their training/the tendency of their brethren to utilize flames as a solution to problems), or the +1 Hermetic Virtue Member of the Cult of Zeus. (either way, Flambeau Magi begin with a Reputation score of 2 as 'Prone to Violence' within the Order. Starting Experience Points are the age of the Magus + 13, and initial abilities include Hermes Lore 1, Magic Theory 4, Parma Magica 2, Scribe Latin 2, Speak Latin 5, Speak Own Language 4 (and if membership to the Cult of Zeus was purchased, Greek Lore 1).

House Gwyddbwyll

This House is native to Britain, and its Magi cling to the traditions of the ancient Celts, their Magic being characteristically non-Hermetic. Fought as Hedge Wizards for centuries, they were nominally incorporated into the Order in the late 11th Century to insure a peace, and in hopes of luring them toward the wisdom of Bonisagus. They possess only one Covenant, called Gwyddbwyll, the 'Covenant of the Skald Crow', in Wales. If any House stands to be renounced it is Gwyddbwyll. The truce is an uneasy one, and though it has persisted, the power of their magic is thought to be waning. House Criamon, with the machinations of Jerbiton established, their acceptance in the Order in an effort to preserve their knowledge before it was completely lost. Although many criticize them and suggest that refugees from Diedne live among them, those who know them best insist this is unlikely. They are very defensive, but actively attend Tribunal meetings to keep an eye on the Order's activities.

Very few Magi of this House remain, and none exist outside of the British Isles (some claim their magic does not work elsewhere).

Membership requires that the Magus belong to the Covenant of the Skald Crow, as well as the +2 Virtue Drdh Magic (and permission of the Storyguide). Magi have an initial Reputation Score of 3 as 'Hedge Wizards'.

House Jerbiton

As per 4th Edition rules. Castellemare Covenant in the high Alps south of the Inn valley is their Domus Magnus.

Membership requires the +1 Virtue Follower oF Jerbiton, which grants the Magus training in both law and appropriate etiquette (although this can be elevated to +2 or higher to additionally secure social status as a noble). Members begin with 8 + age Experience Points, and intial scores of Etiquette 1, Canon Law and Civil Law 1, Hermes Lore 1, Magic Theory 4, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4

House Menecrates

The founder of this House was recurited into the Order by Trianoma shorty after its founding, when she visited him in Byzantium. He was perhaps the greatest physicus in Europe, and though mundane skill in chirurgy and medicine is important to the members of this House, true members must possess the Gift. Menecrates joined the Order primarily to facilitate the training of many more followers (eased with the codification of Hermetic magic), in the hope that their membership would facilitate peace and cooperation among the other Magus members (spreading his benevolent incantations), though this did not come to pass, and the influence of this House has never eclipsed that of the original Founders. Consequently, this small House has little political influence beyond the Tribunals of Thebes and Lavant. In fact, the only known Covenant specifically affiliated with Menecrates is their Domus Magnus, Heraditus, in Greece (though some Magi of the House have taken residence in Covenants of western Europe).

It is said they possess lost books of Aristotle and and many other texts forbidden by the western Church, particularly annals of human anatomy. Much of their work involves natural herbs and elixirs, and House Verditius (well respected within the Order for its grasp of alchemy) maintains close ties to Menecrates in their endeavor to improve upon traditional longevity potions. Due to its geographical heritage, most of the Magi of Menecrates are Orthodox (if they are religious at all), and have expressed reservations about the usefulness of the Crusades. Members dedicate themselves to the pursuit of the healing arts, and are currently led by their Primus Mnestheus, an aged pupil of their founder (members of this House devised such well-known spells as Ward Against Ill Humors, and The Chirurgeon's Healing Touch).Because he resented its crudity and feared its use on the human form, Menecrates forbid the teaching of Perdo magics introduced by Bonisagus, and though the ban has since been lifted (out of its usefulness in eliminating poisons for example), many Magi of this House suffer a deficiency in the technique even today. Often those folk they cure can be found accompanying these Magi, serving as their attendants and faithful vassals.

Membership in this House requires the +1 Hermetic Virtue Medico (accompanied by a +3 Reputation of 'Doctor' among the Order). Beginning Experience Points are 12 + Age, and intial scores are Medicine 1, Chirurgy 1, Hermes Lore 1, Magic Theory 3, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4,

House Mercere

As per 4th Edition rules.

The +1 Hermetic Virtue Redcap is required for membership. Beginning scores vary according to whether the Magus is Gifted or not: Gifted Mercere start with age + 9 Experience Points and initial scores of Hermes Lore 3, Magic Theory 3, Parma Magica 2, Scribe Latin 3, Speak Latin 5, and Speak Own Language 4.

Non-Gifted members begin with age + 14 Experience Points, and the initial scores: Survival 1, Hermes Lore 3, Scribe Latin 3, Speak Latin 5, Speak Own Language 4, and Weapon 2.

House Merinita

A variation of 4th Edition rules. Contrary to the description in Houses of Hermes, the 'outcast' Myanar's lineage did not die out, but rather remained within the House, leaving two opposing factions within House Merinita. The first is called House Quendalon and more closely approximates the current conception of Merenita as detailed in Ars Magica 4th Edition (see description). Quendalon therefore can be regarded as a subfaction within this House. Member Magi will refer to themselves as either followers of Merinita, or of Quendalon accordingly, despite the fact that only one House, Merinita, is officially recognized by the Order.

Followers of Merinita are adept with magics involving the natural wilderness and elemental powers (particularly those of the forests, mountains, and seas, although rare is the magus who masters more than one of these forms in a lifetime). Though faeries are important to understanding the wilderness, Merinita do not see them as the only powers worthy of attention, as mother earth and ocean deep possess their own elusive spirit. Hence, Merinita Magi believe their fellows in Quendalon have been consumed by the glamour of faeries, and are too willing to abandon their humanity for a glimpse into their realm.

Their Domus Magnus is Irencillia Covenant near the Kingdom of Bohemia. Stability of the House is currently waning due to turmoil between the two rival factions, but neither has taken an active-enough interest in Hermetic politics to force the issue, and Irencillia remains relatively secluded from the other Covenants of the Rhine. Membership in the House is rather small (as most Magi within House Merinita are actually followers of Quendalon), and requires the +1 Virtue Affinity with Nature, which grants the Magus an initial score of 1 in a specific magical affinity related to nature (e.g., trees, birds, rain, etc). This may be increased to a +2 Virtue if the desired natural sphere is more broad (e.g., forests or the sea).

Starting Experience points are 10 + Age, and initial abilities include Arcane Affinity (see above) 1, Hermes Lore 1, Magic Theory 4, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4. Despite their diffenerces from House Quendalon, members of House Merinita are similarly subject to an initial -2 Reputation 'faerie touched' among the less-discriminating members of the Order.

House Quaesitoris

As per 4th Edition rules. Magvillus serves as their Domus Magnus. Members possess the +1 Virtue Quaesitor, which bestows a +3 Reputation score of 'Magistrate' among the Order.

Starting Experience Points are 5 + Age, and initial abilities include: Hermetic Law 2, Hermes Lore 2, Magic Theory 4, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4.

House Quendalon

A variation of 4th Edition rules (see House Merinita for elaboration). Note that although the Order only recognizes the single House of Merinita at present, Magi within that House itself distinguish themselves as either followers of Merinita or Quendalon, and name themselves accordingly. Magi of House Quendalon pursue the mysteries and spheres of faeries, and rather closely resemble traditional Merinita Magi as described in 3rd Edition rules. They share their Domus Magnus with Merinita at Irencillia in the Bohemerwäld near the Kingdom of Bohemia. However, the relative scope of these Magi's connection with faeries and faerie regiones is relatively diminished in this Saga (maintaining and accentuating their human frailties at the expense of faerie efficacy). Consequently, some faerie spells listed in Ars Magica sourcebooks are not allowed (though its members may struggle to achieve them). Many members take refuge in the distant reaches of Europe, far from the burgeoning populations of Germany, France, and Italy and closer to the wild domains of the fay (Hibernia and Novgorod in particular boast many members of this House).

Membership requires the +1 Virtue Faerie Magic (accompanied by the -2 Reputation 'Faerie Touched' by the Order). Further, starting Experience Points are 13 + age of the magus, and initial abilities include Faerie Lore 1, Faerie Magic 1, Hermes Lore 1, Magic Theory 4, Parma Magica 2, Scribe Latin 3, Speak Latin 4, Speak Own Language 4.

House Tremere

As per 3rd Edition rules (the vampiric Tremere-Magi and compatible timeline described in both 3rd and 4th edition rules is not adopted by this Saga). Consequently the House remains politically strong but regarded with suspicion by several other Houses. Coeris Covenant in the Transylvanian Tribunal (in the Kingdom of the Bulgars) is their Domus Magnus, one of the strongest in the Order of Hermes. Membership requires the -1 Hermetic Flaw No Sigil, and an initial +1 Reputation score of 'Scheming' within the Order.

Magi begin with 4 + age Experience Points, and the starting abilities: Certámen 2, Intrigue 1, Hermes Lore 2, Magic Theory 4, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4.

House Trianoma

3th and 4th Edition rules incorporate Trianoma into House Bonisagus (because Trianoma was the catalyst for the formation of the Order, along with Bonisagus). However, this Saga adopts an alternate history of the Order, in which Trianoma permitted her own House to evolve separately (originally part of House Bonisagus, the split was achieved near the end of Trianoma's life, when she agreed that such a new House dedicated to fostering cooperation among the Houses of the Order and assimilating Hedge Wizards was a worthy goal). In fact, it was the aged Trianoma herself who supposedly convinced the Order to accept the addition of House Ex Miscellanea as proposed by Pralix of Tytalus in the 9th Century.

House Trianoma is well-known for producing diplomats, allaying difficulties both internal and external to the Order (members of Trianoma are much more concerned with tranquility among the Magi of the Order than with easing secular conflicts, leaving that to the realm of House Jerbiton and the Quaesitori). Although the House is not particularly large, there is a great diversity within it, and many of its members assume the role of Autocrat in their home Covenants, administering to its mundane operation and the tranquility of its member Magi. Much as the Quaesitori, they are often peaceful and persuasive proponents of the Order. But unlike these Magisters of the Order, Magi of Trianoma are not obligated to police the Order (and even lack the authority to do so). Consequently most Magi find them much more pleasant to deal with than the intrusive Quaesitori, a fact that the Trianoma often work to their advantage. Instead, they consume themselves with administering to the health of their home Covenants and assisiting all those within the Order which seem in need of their help. Still others mimic the ways of Jerbiton, influencing mundane noble courts to their advantage. So despite the many apparant similarites between this House and the Quaesitori, the Trianoma have often found themselves in trouble over the Code, which they regard more pragmatically. In honor of House Bonisagus, with whom they were originally attached, their Domus Magnus remains Durenmar in the Black Forest (although the Covenant of Brigantinnus in the Greater Alps near Lake Constance serves as the true seat of their power and organization).

Membership requires the +1 Hermetic Virtue Diplomat (which confers the level 3 Reputation of 'Arbitrator' among the Order). Starting Experience Points are 4 + age, and initial abilities include: Disputatio 1, Intrigue 1, Hermetic Lore 3, Hermetic Law 2, Magic Theory 3, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4.

House Tytalus

As per 4th Edition rules. Fudarus Covenant in Normandy is their Domus Magnus. Membership requires the -1 Hermetic Flaw Discredited Lineage due to their House's fall from grace by infiltration of demons in the 10th Century (accompanied by an initial Reputation score of 'Contentious' at level 3 within the Order).

Beginning Magi have 10 + Age Experience points, and starting abilities include: Intrigue 1, Hermes Lore 2, Magic Theory 4, Parma Magica 2, Scribe Latin 2, Speak Latin 5, Speak Own Language 4.

House Umbricius

This House was founded in the early 10th Century under the guiding hand of Umbricius, a follower of Criamon. It was admitted to the Order under the auspices of establishing a Hermetic presence in the near East. Umbricius established their Domus Magnus of Hesperion Cornu in Africa, at the time one of the most distant Covenants in the Order. Their followers have drawn upon the ancient traditions of Egyptian mystery cults, and boast some of the most accomplished astrologers and philosophers in the Order. Led by Cleostratus of the 7 Stars in the present day, they have attracted many Moors (due to their geographical location, primarily), and have strayed from their esoteric origins to become embroiled in many disputes since the Crusades, having been reprimanded for taking the side of the Saracens on more than one occasion. The Crusades interrupted the rapid advance of this House, and their relative isolation from the heart of the Order has encouraged defiance from its more senior fellow Houses. Those who mistrust them, particularly the Flambeau, claim they seek to destroy the Order and lead the Saracen conquest of Europe. But unknown to Flambeau, due to confrontation with Saracen magics unfamiliar to the House, their future as representatives of the Order to the east of Carthage remains in doubt.

A relatively small House, it only began to export Magi back to Europe in the 11th Century. Despite their current political troubles, the Magi of this House remain accomplished scholars and place great emphasis upon metaphysics, perceiving magic as rather a tool to investigate the truth of the world (some members of the Order believe their dedication to the humanities has hindered significant magical advances by their House). Its members are required to possess the +1 Hermetic Virtue Scholar of Umbricius, which grants them a formal knowledge of both Artes Liberales and Philosophiae. Many members of the House also pursue the interpretation of celestial phenomena (including their Primus, Cleostratus of the 7 Stars), and members desiring this training must raise the Virtue to +2.

Starting Experience Points are 11 + age, and initial abilities include: Artes Liberales 1, Philosophiae 1, Hermes Lore 1, Magic Theory 3, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 4, (and if the membership Virtue was purchased at +2 , Astronomy 1).

House Verditius

A variant of 4th Edition rules. Rather than being primarily crafters of magical artifacts, these Magi are accomplished alchemists (though they may invent arcane devices accordingly). While its Magi are often viewed as sedentary, their apprentice's guantlet is among the most deadly in the Order (usually involving volatile chemicals and precise manipulation of laboratory tools). Verdi Covenant of the Roman Tribunal serves as the Domus Magnus. Members require the +1 Virtue Alchemy, and begin with 4 + Age Experience Points. If the Magus wishes to fashion magic artifacts with the efficacy described in 4th Edition rules, they must also purchase the +1 Virtue Verditius Magic, which grants them the arcane skill of the same name. Some Magi of this House also acquire the -1 Flaw Dependent on Foci from their master (endemic to this House and a variant of the 'casting tools' required for Verditius Magi as described in Ars Magica 4th Edition, p. 26). Unlike 4th Edition rules, this flaw is not required by members, as some Verditius Magi later developed the means to cast Formulaic spells without foci (but to achieve this the +1 Virtue Formulaic Magic must be purchased).

Starting Abilities include: Alchemy 1, Hermes Lore 1, Magic Theory 5, Parma Magica 2, Scribe Latin 3, Speak Latin 5, Speak Own Language 5 (and if the virtue Verditius Magic was purchased, Verditius Magic 1).


This page last modified 05-Feb 1999.

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