Download Faith and Flame - The Provençal Tribunal PDF

TitleFaith and Flame - The Provençal Tribunal
TagsReligion And Belief
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Total Pages144
Table of Contents
Chapter One: Introduction
Chapter Two: History & Culture
Chapter Three: Hermetic Culture
Chapter Four: The County of Toulouse
Chapter Five: Gascony
Chapter Six: The Pyrenees and the Hispanic March
Chapter Seven: Narbonnais
Chapter Eight: Arelat
Chapter Nine: The Lost Covenant of Val-Negra
Once Upon a Time: The Storytelling Card Game
Ars Magica Fifth Edition: Recent Releases
Document Text Contents
Page 2


Authors: Erik Dahl, Mark Faulkner, Lachie Hayes, Ben McFarland,
Christian Jensen Romer

Development, eDiting, & project mAnAgement: David Chart
proofreADing, lAyout, & Art Direction: Cam Banks
lAyout AssistAnce: Michelle Nephew
publisher: John Nephew
cover illustrAtion: Christian St. Pierre
cArtogrAphy: Matt Ryan
interior Art: Jason Cole, Jenna Fowler, Susan Knowles, Jeff

Menges, Christian St. Pierre
ADDitionAl Art: Roland at Roncesvalles, Alphonse-Marie-Adlophe

de Neuville, 1883; Astrology and Astronomy, Mineola, NY: Dover
Publications, Inc. 2006.

Ars mAgicA fifth eDition trADe Dress: J. Scott Reeves
publisher’s speciAl thAnks: Jerry Corrick & the gang at the Source.

first rounD plAytesters: Jason Brennan, Justin Brennan, Elisha
Campbell, Robert Major; Eirik Bull, Helge Rager Furuseth,
André Neergaard, Karl Trygve Kalleberg; Donna Giltrap,
Malcolm Harbrow, Aaron Hicks, Richard Love; Antoni Morey
i Pasqual, Guillem Gelabert Perelló, Joan Bauzá Soler, Melcior
Parera Más, Vincent Palmer Richardson; Pelle Kofod, Christian
Rosenkjaer Andersen, Rasmus Strandgaard Soerensen; Mark
Shirley, Camo Coffey, Andrew Walton, Ben Roberts, Barrie

seconD rounD plAytesters: Donna Giltrap, Malcolm Harbrow,
Aaron Hicks, Richard Love; Helge Rager Furuseth, Karl Trygve
Kalleberg; Pelle Kofod; Dan Ilut, John Illingworth, Rob Llwyd,
Matt Ryan; Mark Shirley, Camo Coffey

thirD rounD plAytesters: Helge Rager Furuseth, Martin Granseth,
Ola Hulbak, Karl Trygve Kalleberg, André Neergaard; Rasmus
Strandgaard Sörensen, Christian Rosenkjaer Andersen, Pelle
Kofod; Dan Ilut, John Illingworth, Robert Brown Llwyd, Matt
Ryan; Christoph Safferling, Jan Sprenger

Author biogrAphies

Erik Dahl has been writing for Ars Magica for almost ten years, and
appropriately this is his thirteenth book for the Fifth Edition, the
thirteenth Tribunal book of the line. He lives in far-off California,
which he fancies to be an Arcadian analogue of Provence. He
organizes the annual Grand Tribunal America convention every
summer and hopes that the reader will consider attending. He
was especially glad to work with Ben McFarland, who took ev-
erything that Erik did on this project and made all of it better.
Thanks, Ben!

Mark Faulkner works as a chef at the Castle nightclub in Chicago.
Formerly known as Excalibur, and long before as Limelight, the
building was originally the Chicago Historic Society. Legend has
it that it is haunted by several various ghosts and that occult ritu-
als are conducted in secret rooms. Mark would like to thank ev-
eryone who participated in the creation of this book: the authors,
the editor, the playtesters, Atlas staff, and God almighty.

Lachie Hayes lives a very long way from Provence in a land where
bunyips rather than dracs are the most famous mythical water
creatures. He’d like to thank Timothy Ferguson for the inspiration
for the Coenobium found in the new House Jerbiton description,
but also the dedicated playtesters for being the unyielding anvil
upon which this supplement was forged by repeated hammering
on the part of the authors. This is Jarkman’s third contribution to
Ars Magica Fifth Edition.

Ben McFarland lives in the wilds of Upstate New York, where he
continues to venture into mysterious regiones in search of ad-
venture with the priceless support of his wonderful wife, Mandy,
his family, and the excellent advice of his steadfast friend, James.

CJ Romer first encountered this Tribunal via the early books Mis-
tridge and Pact of Pasaquine, which helped shape his idea of
what Ars Magica should be. He really enjoyed writing for a book
where the Hermetic culture is not that different from the one
described in rulebook, which after Thebes and Hibernia made a
great change. He would like to dedicate his efforts on this book
to the faithful grog, Hugh Wake.

Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the
Berkeley list), compiling archives of game material (such as Project Redcap), maintaining fan-created web sites, and
running demos through Atlas Games’ Special Ops program. To learn more, visit You
can also participate in discussions of Ars Magica at the official Atlas Games forums located at

Copyright 2014, 2015 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work by
any means without written permission from the publisher, except short excerpts for the purpose of reviews, is
expressly prohibited.

Ars Magica, Mythic Europe, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of
Hermes, Tremere, and Doissetep are trademarks of White Wolf, Inc. and are used with permission.

Digital Version 1.0

Faith & Flame


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Faith & Flame

avoid when challenging Tibaut to Certamen.
Realizing the route Tibaut likely traveled, she
gathered Maju and prepared an ambush as
the Guernicus neared the road to Foix. The
attack occurred within an abandoned house;
feigning an emergency, she lured him inside
where Maju waited in a viper form. The Prae-
co shattered Tibaut’s Parma Magica with Re-
voke the Protection of Bonisagus, but Maju’s poison
failed to quickly incapacitate the Quaesitor.
He burst from the house and into the road
before collapsing. The pair attempted to re-

trieve him, but fate intervened. A large group
of Crusader knights witnessed the man’s col-
lapse and rode to aid him.

Divinely Blessed and resistant to Dama’s
magics, they carried the dying Tibaut to the
nearby Abbey of Saint Hilaire, thinking him
to be a monk. The monks said that Tibaut was
not one of theirs, but took him in anyway. In
their care, he succumbed to the poison. As
they thought about events afterwards, the
Crusaders formed the belief that Tibaut had
been a Cathar, and returned to raid the abbey

The Serpent
Order: Duke of False Gods
Infernal Might: 45 (Vim)
Characteristics: Int +2, Per +1, Pre +2, Com

+1, Str +4, Sta +5, Dex +4, Qik +4
Size: –2
Virtues and Flaws: Puissant Charm, Puis-

sant Guile; Overconfident
Personality Traits: Deceptive +6, Proud

+6, Clever +3, Persuasive +3, False
God Demon +3, Trustworthy –5

Reputation: Duke of Hell 7 (Infernal)
Hierarchy: 7
Fist: Init +4, Attack +9, Defense +9,

Damage +4
Or as appropriate for physical form.
Soak: +5
Fatigue Levels: OK, 0, –1, –3, –5, Un-

Wound Penalties: –1 (1–3), –3 (4–6), –5

(7–9), Incapacitated (10–12), Dead

Abilities: Artes Liberales 7 (astronomy),
Awareness 5 (identifying magi),
Bargain 7 (pacts), Brawl 5 (Dodge),
Carouse 5 (appearing drunk), Cer-
emony 3 (summoning), Charm 5+2
(first encounters), Dominion Lore 5
(angels), Etiquette 5 (magi), Faerie
Lore 5 (mannerisms), Faerie Magic
3 (experimentation), Folk Ken 4
(humans), Guile 7+2 (appearing
mundane), Magic Theory 4 (learn-
ing spells), Music 6 (guitar), Infernal
Lore 6 (demons), Intrigue 6 (long-
term plans), Philosophiae 5 (cer-
emonial magic), Teaching 4 (magic),
Theology 3 (contradictions)

Change Form, 0 points, Init 0, Corpus: Can

take on the form of a humanoid be-

tween Size –2 and Size +2. He often
chooses the form of a troubadour with
a guitar or a small, winged sprite.

Shapeshifter, 0 points, Init 0, Animal. Can
take on the form of animals (even
fantastic creatures, such as a griffon
or a drake) between Size –2 and Size
+2. He often chooses the form of a
dove, a hare, or a snake depending
on the circumstances, but he is not
limited to those forms.

A Pretty Cloak to Wrap it Within, up to 9
points, Init 0, Imaginem. Maju may
create Imaginem effects up to 9th

Obsession, 1 to 3 points, Init –5, Vim. Cru-
elty, Greed, Pride.

Coagulation, 5 points, Init –1, Corpus.
May take on a physical body in 45
rounds of manifestation, or may dis-
solve with a round of concentration.

Lend Senses, 1 point, Init 0, Mentem. While
in physical contact with another be-
ing, the demon can lend that being
either its hearing or sight. This lasts
indefinitely, but if the eavesdroppers
witness a display of religious senti-
ment, it is immediately terminated.

Shroud the Stench of the Pit, variable points,
Init +3, Vim. The demon can con-
ceal the Infernal nature of any other
supernatural power or aura, making
it appear to be Magical or Faerie in-
stead. It may also be used to remove
all stench of the supernatural, making
things appear wholly mundane. This
power can shield a creature or effect
from the Sense Holiness/Unholi-
ness ability. This Power costs Might
Points equal to the original cost of
the Power being concealed, or Might

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Faith & Flame

in retribution for the monks’ activities. The
monks of St. Hilaire have occasional contact
with some of the Tribunal’s Redcaps, trading
various goods in exchange for bookmak-
ing materials or blank quires. Through this
route, the news of the death eventually trav-
eled back to Castra Solis, which attempted
to make arrangements to recover the man’s
effects. They met with no success as his body
already lay buried in the Abbey’s cemetery
and the monks remained in a state of disarray
after the Crusaders’ attack. Tibaut’s belong-

ings sit locked in a chest in the abbot’s office,
as the Albigensian Crusade remains particu-
larly active in the region. When he failed to
meet Beatrice at their agreed upon time, she
approached Dama with her suspicions re-
garding Tibaut’s possible demise. Maintain-
ing her composure, the Praeco suggested Be-
atrice fulfill his office until the matter could
discussed at Tribunal in 1221. Honored by
this suggestion, Beatrice accepted the post
and Dama informed the Redcaps.

schemes of the present

This leaves Beatrice as the temporary
Chief Quaesitor until her confirmation at
the next Tribunal, and Dama extremely
paranoid about her cult’s activities. She
doesn’t know who else is aware of the in-
vestigations, but she secured the tacit politi-
cal support of Alazais and the Coenobium
when she secretly provided a Longevity
Ritual to the Chief Redcap’s close mundane
companion. Dama believes the covenant’s
clout will easily derail any motion she needs
buried at least once, and she stores this in-
fluence against need. She does not know if
Tibaut managed to confide in the knights
or the monks of the abbey before dying.
She wants to grow her cult, and cement its
gains, but worries about whom to initiate.
Maju pushes her to bring more Sorginak
into the fold, looking to corrupt their beliefs
in Mari and Sugaar while syncretizing them
with the followers of the Black Madonna in
small coastal villages, and subverting the
male domination of the Church. The fa-
erie points out her failing Longevity Ritual;
these last few years took their toll and that
she no longer looks as young as she once
did. It needles her about her estranged re-
lationship with her filia, Marie, and about
the small, isolated nature of Mimizan in the
shadow of Oriande Le Fee’s Rosefleur. “Time
is running out,” it hisses and Dama may
leave no legacy behind if she cannot in-
crease cult membership to a self-sustaining
level. Aggressive recruitment may alert the
Church to her activities, involve a player
character folk witch in the conspiracy, or
drive the Sorginak to seek out political al-
lies or Trianoma magi willing to thwart or
distract the Praeco.

There are many ways to bring player
characters into the story. Protendus of Tre-
mere’s investigations may uncover Dama’s
machinations where he thought to find
Tytalan intrigue, causing him to enlist Tre-
mere characters to aid him in exchange for
their sigil. The characters may discover the
remains of the dead Redcap while travel-
ing, allowing Beatrice to finally receive her
pater’s correspondence, indicating his suspi-
cions, but not before Dama invites her to
join—thereby making her complicit. Dama
may inadvertently reveal her connection
to Senex’s death by attempting to engage a
newly arrived Verditius character to render

The Serpent, cont’d
Points equal to the magnitude of
the Infernal effect if it does not cost
Might Points. This Power lasts for as
long as the Power it is masking. This
means Maju normally has 42 Might
Points to spend, as it regularly cloaks
the Infernal aura at Mimizan to con-
ceal its past.

Wealth of Nations, 3 points, Init 0, Terram.
The demon can summon riches; each
use of this Power can create wealth
equivalent to up to 45 pounds of gold.
This wealth can be of any form—
gold, gems, rich tapestries, ivory,
etc—but it always has intrinsic value,
rather than being valuable because of
its utility (a roomful of grain, for ex-
ample). This wealth is not created, it
is instead summoned from somewhere
else, chosen by the demon usually for
the greatest corrupting effect. This
might be a royal treasury on the other
side of Europe or the purse of the man
standing nearby.

His Master’s Voice, variable points, Init +1,
Vim. The demon can summon other
demons or corrupt beasts to its current
location. This costs one Might Point
for every point of Infernal Might of
the being summoned, so is used spar-
ingly. The demon has no control over
the demon he has summoned.

The Serpent’s Oracle, 2 points, Init –3, Vim.
The demon can duplicate the effect of
any non-ritual Intellego spell for the
cost of 2 Might Points. It may also
gain a morsel of future knowledge, un-
derstanding the most immediate con-
sequences of any one future action.

Weakness: Protected Group (Those who
have given alms that day)

Vis: There are 9 pawns of Vim vis in the
demon’s eyes.

Appearance: As Dama’s familiar, Maju of-
ten appears as a small, winged faerie
sprite, though he is also capable of
shifting forms between a hare, a snake,
or a dove, as most appropriate to the
situation. In private, he prefers the
shape of the snake as it allows him to
wrap around Dama and tantalizingly
threaten her with strangulation.

Maju has played a very long game
with Dama. It started as part of the pagan
religion of the Gauls, then subverted the
pagan religion of the Basques in the region
(Maju often takes the form of a snake and
has Dama call it Sugaar when dealing with
Basques, and many of the folk witches who
serve Dama believe they are the god and
goddess of their faith). Eventually, the
sins the creature perpetuates will taint it
so deeply that it will transform into an in-
fernal being. Until then, Maju is trying to
corrupt both Christianity and the Order of
Hermes. It does this by setting up conflict
between men and women, making women
think they have a special, purer version of
their faith than the mens’. Through Dama’s
cult the creature has taken aim at the Virgin
Mary. To Maju, the Black Madonna rep-
resents a dark feminine goddess in perfect
opposition to the masculine God of the
Dominion, who is different and more ex-
alted. It seeks to make women desire glory
beyond their place in the Christian hierar-
chy, to want to teach and preach, and to
worship Mary (or multiple Marys) instead
of Christ. To do this, it teaches great power
to those who serve it. Like the serpent of
Genesis, it corrupts mankind through Eve
with forbidden fruit.

Page 143


Faith & Flame

Page 144


Recent Releases
The Contested Isle: The Hibernian Tribunal

The magi of Hibernia respect the land and its supernatural inhabitants, granting much of the Tribunal’s area to
hedge traditions and allowing supernatural creatures a vote at Tribunal. Now, magi from elsewhere in the Order
have come to “reform” the Peripheral Code, laying siege to and taking one of the Irish covenants. If the native magi
could just stop fighting each other, they would resist.

As English lords push further into the island, and the Church struggles with attempts to make it fit continental
ideals, the Order of Hermes faces its own conflict. The traces of past conflicts are everywhere: the faerie Tuatha De
Danaan, the magic Fir Bolg and Formorach, and saints as prone to curse as bless. Demons, however, are nowhere
to be seen, as constant fighting convulses the Emerald Isle. It is, as ever in Ireland, a time for heroes.

Transforming Mythic Europe

Hermetic magic has the power to change the world. A magus fresh from apprenticeship can create a land
to rule where there was nothing but ocean. Magic can replace much of the back-breaking labor typical of the
medieval world. Even without changing their use of magic, magi could upend the structure of society by involving
themselves in its problems and politics. But magi avoid such activities. They know the risks involved, and do
nothing that might upset the status quo of Mythic Europe. Except when they do.

This book describes the magic and activities necessary to transform Mythic Europe, whether by creating an
island for magi to rule, integrating the Order of Hermes into wider society, or starting a technological revolution.
None of the magic is particularly hard, nor does it rely on hidden secrets. Magi have not changed Europe because
they have not yet chosen to. Your magi may choose differently.


Mythic Europe is a place of wonders. Ancient spirits live in the rivers and sleep under towns and cities.
Merchants travel between those cities, bringing the mundane population together, while nobles fight and hunt
from their castles of stone. The dead do not all rest quietly, and the traces of ancient magics take an active interest
in the present day. Yet still magi prefer to sit in their libraries and laboratories, oblivious to everything beyond the
walls of their covenant. Get their attention.

This book contains eight short scenarios for Ars Magica Fifth Edition tied to a previously released Ars Magica
sourcebook. Each is designed to be played in a single session, and to draw the characters into some aspect of
the rich background of Mythic Europe. Each scenario could serve as a single session’s entertainment, or as the
springboard for a saga arc.

coming soon: mythic locAtions

Find out more at

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