Friday, February 7, 2020

House Diedne [Ars Magica]

Again, written for Ars Magica, 4th edition, based on similar write-ups in 3e's Houses of Hermes. It uses some rules for Mystic Companions and Natural Magicians found in the 4e resource, Hedge Magic.

House Diedne
Motto: Beata Terra beata omnia eam servant (Blessed be Earth and all who serve her)
Symbol: An oak stump with a slender tree beginning to grow from it. This symbol was adopted after the Schism War. Before the war, the symbol was two staves (or, in rare cases, spears) parallel to each other, running vertically over a wreath of leaves.

Diedne: DEED-nay

"Then, we will join your `Order of Hermes', entering into the protection of you and yours. We will teach you all you are ready to know, and learn your style of magic, but we will always remain ourselves, separate, yet within the whole."
-Diedne's covenant with Bonisagus upon forming House Diedne.

"I welcome you to the Order of Hermes, amica, and pledge the protection of myself, my filii, and the Order to the House Diedne."
-Bonisagus, welcoming Diedne to the Order

Diedne magi serve two Orders: the Order of Hermes and the Order of the Wise, the order of Druids into which they are initiated after finishing their nineteen year apprenticeships and completing their apprentice's gauntlet. Never more than nominally Hermetic, that trait has become more pronounced in recent years, in the years following the Schism War.

History

After the defeat of Vercingetorix in 52 BC, Caesar's armies began a violent campaign of suppression against the Druids of Gaul, a persecution which spread with the Empire. Because the Romans were unable to conquer Ireland and Scotland, these lands became a haven for Druids fleeing Roman persecution. Some Druids, having kin in Germany also fled to those lands, eventually blending into the local population. It was from these Gaulish refugees in Ireland that Diedne descended. Blessed with visions, she knew upon sighting Bonisagus that her future lay with this man.

However, the Chief Druid, after listening to Bonisagus, would have nothing to do with this "Roman Wizard" or his "Roman Order". Diedne spoke at length with Bonisagus, learning what his hopes for the Order were. Diedne tried to convince the Chief Druid to join the Order, but still he would have nothing to do with the Romans. Diedne left with Bonisagus, taking half the local Druids with her.

Diedne's followers spread to everywhere Druids still lived, bringing many into the House, soon one of the largest in the Order. Unlike the other non-Roman House, Bjornaer, the split between the Druids who joined and those who didn't was largely amicable, and initiates would sometimes be sent to the Magi of Diedne for some of their training. The House was always concerned with teaching those around them, from the proper time to plant and harvest to the ways of the natural world. This continued for nearly two hundred and fifty years, until the advent of the Schism War.

House Diedne remained true to its Druidic roots, even as members of the Order. Training of apprentices was slightly modified to accommodate the magical systems of Bonisagus, but they were still trained in Druidic magic and ceremonies. Often living in covenants made up only of their own House, they continued the practice of Druidism out of sight of the other Houses. When the corruption of House Tytalus was revealed, their paganism worked against them in an Order largely made up of those raised Christian.

The infamous Prima Tribunal then occurred. During a heated argument, Archmagus Ailean publicly and viciously insulted the Primus of Tremere. The Diedne began to construct an explanation of their paganism to give to the quaesitores, showing what they were trying to do and designing arguments as to why they were neither interfering with the mundanes nor angering the Church. Many also hid evidence of their pagan practices, especially those that nominally Christian outsiders would not readily understand. When the quaesitores began their mad hunt for diabolists, the House resisted, knowing that their private rituals would not stand the scrutiny of outsiders.

For six years, the Diedne managed to put off the quaesitores. Still angry at the insult, and more certain than ever that the Pagan Magi were diabolists, House Tremere declared a Wizard's War on House Diedne. House Guernicus retroactively sanctioned this breach of precedent, and House Flambeau happily joined the slaughter. The lineage of Bonisagus, sworn to defend the Magi of Diedne, did nothing to stop the War. Merinita and Ex Miscellanea provided covert support, knowing that suspicion would next fall on them, while Bjornaer simply tried to survive this decade of magical violence.

Every Diedne covenant, from their Domus magna in the Normandy tribunal to the smallest hamlet covenant was destroyed. Of the one hundred and six magi of Diedne, a mere five made it to Scotland, two having completed their gauntlet only days before the violence began. There, the Order, especially Tremere and Flambeau, was weak.

Of the five, one wanted nothing more to do with the Order. She had completed her gauntlet only recently, and retired to a small village, where she acted as the local wise woman until her death. For Llewellyn, though, this was a time for careful revenge. He took his filius into Arcadia, where he was to carefully plan his revenge. His final order as Primus was to prepare for his return. The final magi, Briga and Cathal MacEwen, each quietly entered the House Ex Miscellanea as aonaranan (hermit magi). When it was evident they could no longer use the old symbol for their House, Cathal suggested his clan symbol, as it could easily be explained and held a powerful symbolism for the two Druids, who would prosper out of their apparent death. Briga argued over the appropriateness of oak, given Merinita symbol, but finally acquiesced. They were fortunately moderately experienced already, and each soon found new apprentices. Now, two hundred and eight years after the Schism War, House Ex Miscellanea unknowingly contains twelve magi who consider themselves to be of the House Diedne and a religious order older than the Christianity around them.

Notable Magi of Diedne
Diedne: Founder of the House, she was distrusted by all the First Primi, save Bjornaer and Bonisagus, for her non-Roman origins.
Ailean: Fiery Scottish Archmage whose insult to Primus Cercistum of Tremere precipitated the Schism War.
Briga and Cathal: Today called the Second Founders of House Diedne, theirs are the only pure Diedne lineages left on Earth.

Current Status:
Membership: Twelve
Domus magna: None. The old Domus magna, near the great Cathedral of Chartres in the Normandy tribunal, was completely destroyed in the Schism War. Only one wall, no more than five feet high, remains. The only covenant of the House is registered to House Ex Miscellanea, and is largely ignored. It contains enough space for nine magi, though only the seven filii of Briga live there permanently, they have room for the occasional long-term visit by a filius of Cathal. Should the House ever be re-accepted, the Covenant in the Stonehenge Tribunal will likely be the Domus magna.
Primus: Anivair o'Cathal. The grand-filius of Cathal, Anivair is rapidly losing his abilities as a magus, due to multiple Twilights when he was younger.
Current concerns: The remaining magi are interested in avoiding detection by the Order. Although one covenant of seven magi exists in Wales (all seven descendants of Briga, who agreed to try to bring back the days before the War), all others are hermit magi, spread throughout the British Isles and Gaul. Though they were once strong there, the Diedne have not returned to Iberia for fear of attracting the attention of the Reconquista, as well as the uncertainty of the fate of several Iberian Diedne.

As always, they are concerned with maintaining both Orders. They are a religious group, practicing the major ceremonies of their faith with their non-hermetic brethren and instructing the people of their lands in maintaining the balance of nature. The lands around the single covenant are now clandestinely Druidic.

No one may enter the House Diedne save through apprenticeships and apprentices are chosen very carefully. The Druidic training of Diedne Magi is altered somewhat, allowing them to incorporate Hermetic magic. As such, normal druids have trouble entering the House after their own initiations. Many have Exceptional talents or innate magical abilities, though this is by no means required.

Magi of Diedne
Starting Abilities:
Speak own Language (Scots or Irish Gaelic, Welsh or Breton) 5, Speak Latin 3, Scribe Latin 2, Parma Magica 3, Magic Theory 4, Scribe Ogham 3, Storytelling 2*, Organization Lore (House Diedne) 3, Druid Theology** 3, Artes Liberales 2, Philosophiae 2, Medicine 2, Legend Lore 1

Starting Experience Points: Equal to age + 4

Note that while this may seem to be a lot of abilities, their apprenticeships average four and a half years longer than standard to account for this.

*Diedne Magi can use Storytelling in place of Disputatio to teach students.

**Druid Theology also includes a knowledge of the Law of communities that follow the Old Ways.

Required Virtue: Diedne Magic +1 Virtue
Adapted from text in Wizard's Grimoire, Revised Edition page 58-59

Druidic magi in the Diedne tradition have +4 bonus on Creo, Muto and Rego techniques and +2 bonus on Animal and Herbam forms to represent the traditional fields where Druids excelled. These bonuses work like knacks, and so only one can be applied to a single total. These bonuses are included in Lab Totals involving the relevant Arts. Further, when casting a spontaneous spell, all totals are divided by two whether the caster expends a Fatigue level or not, reflecting the immediate nature of Diedne magic.

A magus from this tradition can only cast formulaic or ritual spells after he has spent enough experience to have mastered the spell. Half of a Diedne's beginning spell levels are considered to have this experience accrued, and even spells that are known but cannot be cast can serve as similar spells for the purposes of spontaneous magics. However, the magus cannot ever use the benefits of mastering a spell. The player may allocate one experience point earned on an adventure towards this memorization.

Diedne magi are unable to perform any sort of Hermetic group ritual spell or combine their powers by means such as Wizard's Communion (MuVi Gen). (Adapted from text originally published in The Tempest, updated according to Atlas's errata.)

Required Flaw: Dark Secret -1 Flaw
As a Magus of Diedne, you are the illegal offspring of a dead house, and many Flambeau and Tremere are still sworn to your death. Should your identity ever be discovered, you and your entire House will be wiped out unless saved by a miracle.

Optional Virtue: Proficiency with Formulaic Magic, +6 Hermetic Virtue
You don't suffer the common Diedne disadvantage with Formulaic spells, and can cast them just as any other magus, including the option to master them (provided you spend the required experience). You do not start with any Mastered spells, however, unless you also take the +1 Virtue: Mastered Spells. Cathal possessed this Virtue, and some of his filii have been able to master it.

Optional Virtue: Old Spirit +2 General Virtue or +3 or +4 Hermetic Virtue
Your spirit has lived before, and in that life had a strong affinity for a certain Ability. You find this Ability very easy to learn. Choosing this virtue confers the Ability at 1, and you may learn subsequent ranks for 1 experience point less than normal. For most abilities (including Exceptional Abilities and Affinities), this is a +2 Virtue, but Diedne magi can have affinities with the Arts as well. For Techniques, this is a +4 Virtue, and +3 for Forms. Other Magi occasionally have an old spirit, but it is rarely recognized or nurtured, meaning the potential to excel is lost, or manifests as a simple affinity.

Common Virtues and Flaws
Life-linked Spontaneous Magic (+3): The Druidic blood magic has changed, but members of Diedne's house have always had a natural ability for both it and spontaneous magic. Because of Diedne skill with spontaneous magic, they do not expend a Fatigue level if they meet the spell's level, and the first level of damage from a below-level roll will be Fatigue, not Body.

Hedge Wizard (-1): As members of Ex Miscellanea, most members of the Winter House (as they refer to themselves now) are branded Hedge Wizards.
Old (-3): The longer apprenticeships of Diedne magi often lead to apprentices passing their gauntlets rather late in life.

Any exceptional Talent (varies): Magi of this house tend to select apprentices with some natural talents, and work to nurture these abilities through their apprenticeships.

Visual Eidetic Memory (+3): Most members of the House have Eidetic Memories

Magical Memory (+3): Some within the House are able to keep the complex formulas of magic within their heads, greatly aiding in their use of magic.

Mentality of a Diedne Magus

As an descendant of Briga, you are likely to see it as your duty to rebuild the House Diedne. For now, that means hiding within the House Ex Miscellanea and combating the official history with the true history of your House. It also means choosing your apprentices carefully and training them fully in the history of the house. More than the O'Cathals, the O'Brigas see it as part of their duty to bring the benefit of magic to the mundanes around them. They are cautious about this, but are quite willing to use their magic to improve the lot of those around them in subtle ways.

As an O'Cathal, your job is to rediscover the ancient secrets of House Diedne. That means travelling to non-Hermetic Druids and learning to combine the traditions, as well as combing the libraries of Hermetic covenants for information that may have been hidden there.

Priorities of a Descendant of Briga

1) Remain undiscovered
2) Train new apprentices
3) Rebuild House Diedne

Priorities of a Descendant of Cathal

1) Remain undiscovered
2) Re-learn the secrets of House Diedne
3) Train new apprentices

Outlook

Bjornaer: We do not blame them for their lack of help during our Winter. Their magic is interesting, and they understand that self-control is the first aspect of guiding nature. There are rumors that some of Diedne's line survive in secret in this House, but we do not know.

Bonisagus: Though we would feel bitterness over their betrayal, today we must see them as possible allies; they may still be bound to the word of their Founder, and two lineages of our knowledge survives in their House.

Criamon: Their obsession with Enigma leaves them blind to the plainer truths.

Ex Miscellanea: Because of their non-Roman origins, these are the future of the Order. They still know that a word is a bond.

Flambeau: In their haste to destroy, they forget that whatever is destroyed grows back.

Jerbiton: They see that mundanes deserve the fruits of our knowledge. Those that know should teach those that don't.

Mercere: They know more than they let on. They may know our secret, but they will protect it, for they keep the Houses together.

Merinita: Our friends. They understand nature, but they revere what we only respect. Some have said, though, that Diedne seeds have been planted in this House.

Quaesitor: The Law can change with time, but in their zeal to enforce it, they forgot the Law should be enforced equally. Where were their inquiries into Tremere, or Bonisagus, or themselves?

Tremere: They try to control what should be led.

Tytalus: Conflict is just another side of peace, but they don't see that.

Verditius: Tools are important, and perhaps through them we can bring magic to the mundanes.

The Church: In their obsession with death, they forget that life is eternal and continuous.

Nobility: We try to avoid them, for their gossip could undo us.

Commoners: We have close ties to those who are close to the Earth. Too bad most of them have fallen under the sway of a Church that preaches only rigidity and death, rather than Law and Life.

Faeries: These spirits are wise, and must be respected.

Intra-house Relations

Within the House, the word of the Primus is law. Otherwise, you are to respect the opinion of everyone, from apprentice to Archmagus, but the ultimate responsibility for your actions is your own. Maintaining your Druidic heritage is important, as it helps to bind us together. Practice the rituals of the seasons, but avoid discovery. Should either the Church or the Order discover your existence, you'll be cut off from the House, sacrificing a limb to save the body.

One area where all the Diedne are united within the House is how to deal with the possible return of Llewellyn. Should he and his filius return, they will avoid contacting him, as his still-fresh desire for revenge would wreck their carefully laid plans to grow and survive. It is accepted that, in leaving the House in the dark days after the War, he forfeited his rights as Primus, and will be given only minimal aid by the House.

Druids: Their Faith and Their Magic

Note: This section is based off my own views of the Mythic Europe paradigm. My interpretation may not match with yours.

All members of House Diedne are Druids. At the end of the nineteen and a half year apprenticeship, an initiate is taken for his gauntlet to a nearby circle of Druids. The Stonehenge Tribunal is a common choice, as there are sufficient Druids there to conduct the ceremony, but they are welcome at any of the few groves remaining hidden within Mythic Europe.

The ceremony itself, and what happens during it, is a closely held secret, but it is known that no apprentice fails and survives. One either becomes a magus or dies. If the new magus survives, there is a great feast with all the Druids in the area. All magi come away from the ceremony changed. They no longer fear death, but they relish life. A few Druids come away remembering living before, finally understanding some aspects of their lives that have always blessed or plagued them. Some Diedne do not make longevity potions, since they no longer fear death, though this is both rare and discouraged in these days. Many more opt to start a family before taking the potion. In fact, all of the senior magi today have spouses and children, some who are also Diedne or Druids (few initiates opt to learn Bonisagus's magic).

Druids have a deep connection to a more reverent and fey aspect of the Magical world. As such, their consecrated areas possess Magical auras, but have full effect on Faerie powers. The magical auras of Druid groves, however, act on divine and infernal powers as a mundane area, neither afflicting nor helping them.

The Druids are polytheistic, though followers of Druidism tend to worship individual gods as personal patrons. Taranis the Thunderer in Gaul, Teuates, the god of the tribe, and The Dagdha of Ireland are all gods that are known to them, and an important part of their world. I suggest that anyone choosing to play a Diedne do a little research into Celtic mythology and find a deity or two that suits their character.

To Druids, the soul is immortal, but in a different way than in the Christian tradition. A soul has many parts, with each part going separating from the others after death. One part is reborn an infinite number of times, a life of grandeur being followed by a life of ignominy. Some Diedne have recognized people they once knew, and found that they share many of the same interests and style as they had previously, and that friendships and loves continue past death, though it is very rare for any but the initiated to remember things from a previous life.

Druids respect nature, the fae, the mundanes, and even the Church. While they may not like them, they even respect the Infernal minions as a natural and needed balance on the powers of the Dominion. In their cosmology, the Shadow is the balance between the Dark and the Light, two equal forces in a dynamic balance. Neither is to be shunned, but neither is to be embraced as the only way. They have discovered that a balanced land is a healthy land, and as such attempt to keep the balance, since all are tied to the land.

To the Druids, everything is bound into a pattern. By observing the patterns in nature, they can learn important lessons. They observe the greater patterns of nature, such as lunar and tidal cycles, as well as the lesser patterns in bird flights and falling leaves. People who follow their pattern are considered lucky, and those who don't, unlucky. They highly regard truth and hospitality, and tend to be very loyal to their clan or tribe. Kin are an important aspect of the culture they try to build around them, and close family bonds extend from between magi and those who live near them.

Sacrifice is one of the Druidic ways of keeping the balance. While rituals, feasts, and other workings are the first option, sacrifice is used as a last resort. Most sacrifices are animal or material, propitiating the Otherworld (in the mythic cosmology, the True and Ash Empyreans) and trying to keep the land healthy and the cycles of nature continuing on their normal path. However, human sacrifice is used in rare occasions, and is the most sacred of rites. While an animal's spirit may please the gods, and the sacrifice of something one has made may provide them with some of your spirit, a human soul, knowing the importance of the rite, can go to his death willingly in order to protect the land and people. Offering flesh and blood in a sacred tribute, it obligates the gods to give an equal gift in turn. Most human sacrifices are condemned criminals, though some go willingly, often those nearing the end of their current life.

There are three branches within the social class called Druids. The first is the Bards. While these musicians, poets, and historians may possess Enchanting or even Magical Music, they are better known as keepers of lore and history, and tellers of stories. Next were the Vates, or diviners. While some Bards and Druid possessed skills at divination, these were the particular specialty of the Vates. Lastly, were the Druids, the natural philosophers and priests of their communities. Before the Schism War, House Diedne contained members of all three of these branches of the Order of the Wise in their members... indeed, Llewellyn and his filius were both Bards... Cathal and Briga were both Druids, so that is the only surviving tradition in the House at this time.

The Diedne know the secrets of Druid magic, which resembles the hedge magic tradition of Natural Magic. Diedne can use this system of magic, and it was actually the basis for Diedne's breakthrough of spontaneous magic. Since Diedne are not automatically skilled in Alchemy (which requires either the +1 virtue or extensive training), they suffer a -3 to all their rolls and one additional botch die with this magic unless they have that skill. Knowing a similar Hermetic spell will negate the penalty, but not the botch die. Also, unlike normal alchemy, their Magic Theory score is of no help; Bonisagus's theory has thus far been unable to accommodate Natural Magic. However, like all Natural Magic, these spells are subject to Hermetic Limits. While there are rumors of exceptionally gifted Druids overcoming these limits (most specifically, the Limit of the Soul, in the form of bringing the dead to life), this has not happened even in the memory of the Second Founders. With certain modifications, the Natural Magician template can serve for Druids, and Bards and Vates are also available as Mystic Companions.

There is one other kind of Druid magic that is important to mention, and that is the magic of ritual. These rituals are essentially group castings of Natural Magic, adding the Intelligence, Alchemy (or -3, if the skill is not possessed), and Philosophiae of all the participants are added together. These are then added to the stress die, Aura, Spell Foci (only added once, no matter how many are present), and Form and Effect Bonuses (again only added once). Also added to this spellcasting ritual is any additional vis (beyond what is required for the effect, according to the rules of natural magic), and the possibility of a sacrifice. In general, every health level possessed between Unharmed and Incapacitated possessed by the sacrifice is counted as one pawn of vis. If the sacrifice is human, this number is multiplied by 1.5. If the sacrifice is a willing human or magical animal, that number is doubled. If the sacrifice is a Gifted human or Beast of Virtue, the number is tripled. More than one creature may be sacrificed if needed. Note that blood sacrifice itself is very rare, human sacrifice is almost unheard of, and the last time the Realistics performed an unwilling human sacrifice on any but a criminal is beyond living memory, if indeed it ever happened.

For example, winter has settled around the covenant, but it has stayed too long. In order to bring spring, the druids (both Diedne and not) join together to cast a massive ReAu spell to bring spring to the covenant. After looking at the strength of the gathered druids and available materials, it is decided that more will be needed insure success. The leader of the ritual mulls over his options. A bird (body levels: OK, -3, Incapacitated) would provide 1 pawn of vis, not enough to bring about the ritual. A human (body levels: OK, 0, -1, -3, -5, Incapacitated) would provide 6 or 8 pawns of vis, while a horse (body levels: OK, 0/0, -1/-1, -3, -5, Incapacitated) will provide 6 pawns of vis. The leader of the ritual decides these six will be enough, and orders a horse brought forward.

Magic

Diedne magi have little focus for their magical abilities as a House; the bonuses from the Diedne Magic virtue is as far as most go towards specializing in the traditional nature-magic. Individually, they tend to concentrate on one or two Techniques and three or four Forms, but parentes try to teach a balanced program to their apprentices. As such, many magi begin with scores of 3 in all the Arts before they are allowed to follow their own inclinations (thus fulfilling the needs of both balance and individual pattern). Because of the peculiar deficiencies of Diedne magic, it was not rare to encounter magi of this House with very high Arts, but knowing only a few more spells than they left apprenticeship with.

Because of their deficiencies with Formulaic spells, there were very few that were crafted by the House. Many of those were lost in the Schism War. Those that did survive are often only used by the followers of Cathal, as the other magi lack the skill with them. An example of a Diedne spell, one that was created by Cathal before his travels after the war, is given below to give the flavor of these magi's magics.

The Hospitable Host MuHe 25
R: Touch D: Sun/Season T: Individual
Spell Focus: A piece of wood (+3)
Requisite: Rego

This spell causes a tree at least 2 paces wide to open like a womb, then enfold around the caster, creating a comfortable, hidden sleeping place. Detecting that something is wrong with the tree requires a deliberate Perception + (Area) Lore roll of 6+, with a -1 per pace of diameter over 2 that the tree possesses, though that will say only that the tree is different, not why. When the spell ends, the magus is safely expelled.

The piece of wood used for this spell must be hollowed out at one end, and stuck in the ground within 5 paces. If the wood is knocked over so that the hollow end is open, the spell ends early, expelling the mage from the tree.

Normally, this section would include an NPC and ideas for using the House in a Saga. Given the rarity of the house, an NPC would lessen the ability of a Storyguide to control his world, and the use of House Diedne will likely be based around something more deliberate.

Appendix 1: Druids as Natural Magicians:
A druid who is a mystic companion (as opposed to a Diedne magus) is very much like a natural magician... so much so that they can be considered identical as far magics are concerned. Druids, however, have some slight differences in relation to their mundane aspects, such as abilities and backgrounds.

First, Druids are not considered Magister in Artibus. Within their communities, they are considered the social equivalent of Clergy (Social Class Virtue +3), though without the automatic income or protection from any civil law outside their communities. Beyond the boundaries of lands that still hold to the Old Ways, they are treated as Wise Ones (Social Class Virtue +1). They have a minimum age of (27-Intelligence).

Also, their beginning abilities are slightly different than a normal Natural Magician's. Instead of the standard abilities, they receive:

Alchemy 3
Artes Liberales 2
Faerie Lore 1
Legend Lore 2
Magic Sensitivity 2
Medicine 2
Philosophiae 3
Scribe Ogham 2
Speak Own Language 5
Storytelling* 2
Druid Theology** 4
*Druids can use Storytelling in place of Disputatio to teach students.
**Druid Theology also includes a knowledge of the Law of communities that follow the Old Ways.
Like all mystic companions, they also get (Age + 10) experience points to buy beginning abilities, or to increase the ones above.

Appendix 2: Bards as Mystic Companions
Bards create their magic through their music, stories, and satires. The power of a fully trained Bard can be a terrible thing to behold, and angering one is something every sane person thinks twice about, as truly powerful poems will become part of the common pool of bardic lore, thus living for as long as there are bards. The saying that is commonly recounted is "Death by a sword lasts but a short while, but a poet's scorn will live forever."

As mystic companions, Bards automatically have the virtues of Free Expression, Enchanting Music, Grant Curse, and Eidetic Memory. In addition, they may, if they wish, "upgrade" Enchanting Music to Magical Music for only +2 Virtue points, rather than the normal +3 difference. While bards may participate in Druid rituals, they add Intelligence + Enchanting Music + Philosophiae, and may not lead the ritual (i.e. they must have a Druid there to actually cast the spell, though they may help increase the casting total). Bards must be (25-Intelligence) year old, or older.

Bards also get a large number of beginning abilities, based on their training and magical abilities:

Speak Own Language 5
Enchanting Music 3
Curse 3
Storytelling* 3
Philosophiae 1
Druid Theology** 2
Folk Ken 2
Play (Instrument) 2
Sing 2
Etiquette 2
Intrigue 2
Legend Lore 2
Artes Liberales 2
*Bards can use Storytelling in place of Disputatio to teach students.
**Druid Theology also includes a knowledge of the Law of communities that follow the Old Ways.

Like all mystic companions, bards get an additional (age + 10) experience points to spend on beginning abilities or the improvement of the ones already possessed. Note that few bards will be literate, as they feel that it interferes with their ability to memorize details.

Appendix 3: Vates as Mystic Companions
A Vate is a seer, someone who can send their awareness into the future or past and bring back knowledge and visions. They are consulted for the most auspicious time to begin harvesting, to start on a journey, or to begin almost any undertaking of importance.

Vates have the equivalent of the virtues Mystic Understanding, Divination, Premonitions, and Intuition. Typical types of divination will include reading the stars, prophetic dreaming, the patterns of birds in flight, and reading Ogham runes. Many will also have very high Intelligence and Perception scores, as these aid in the deciphering of visions. If a Vate is consulted about the best time to begin a ritual, and her divination is both successful and followed, apply the appropriate bonus from the Divinitation Exceptional Ability. They may be no younger than (20-Per), and begin with the following abilities:

Speak Own Language 5
Divination 4
Druidic Theology* 4
Philosophiae 4
Scribe Ogham 2
Awareness 1
Concentration 1
*Druid Theology also includes a knowledge of the Law of communities that follow the Old Ways.

Like all mystic companions, Vates get (Age + 10) additional experience points to purchase more abilities or to improve the ones they already have.

Appendix 4: The Diedne as Diabolists
While my version of the Diedne is pagan, many people use the Diedne as diabolists; a bugbear in the mind of every magus of the 13th century. Much of what is above applies to diabolist Diedne as surely as the pagans, some changes have to be made to recreate the sinister aspects of diabolist Druids. Arguably, from the perspective of the Medieval Paradigm, the diabolists are more accurate; since they do not worship God, the Druids would have to be a variety of diabolist. However, the Mythic Paradigm is better served, in my opinion, by a larger shade of grey between Christian and Satanist.

As diabolists, the Diedne are implacable. Their devotion to their patron demons is unshakeable, having been raised from birth to disdain the Church and all she stands for. Unlike many mythic diabolists, they have never known the mercy of the Church's blessing, and so will not seek it, even in the end.

When the March against Diedne began, the zeal of the Flambeau crusaders (as their descendants would dub them) was matched by the perfidy of the Diedne. Both reveled in their conflict, and the Diedne used this opportunity to tempt some of the Flambeau into diabolism. As the Diedne found themselves pushed against the wall, the Primus, Llewellyn, appealed to the King of Hell to shelter him and his filius while they planned their revenge. Whether his appeal was accepted or not, no one knows, but Llewellyn and his filius disappeared. Those few who remained scattered, using their powers to corrupt individuals and communities across Mythic Europe. One, Cathal, was deeply steeped in the diabolic magic, and his filius introduced the magi of Jaferiya to diabolic magic. There is no longer any organization of Diedne; there are only individual magi who can trace their lineage to a former Diedne wizard.

Most of these former Diedne maintain their magical traditions, and will have the Diedne Magic virtue. Very few of these have the Proficiency with Formulaic Magic virtue, as it requires a large degree of dedication to overcome the flaws of their original training. Far more common is the Infernal Magic virtue. While this virtue can be granted at the will of powerful demons, or even through very powerful demon-related Twilight, more frequently it is taught to apprentices by their parentes.

Infernal Magic virtue +5 Hermetic Virtue

This ability confers upon a magus the ability of Infernal Magic 1, an ability which can be improved like any other affinity. This aligns the magus's magic with the Infernal Realm, though it is still possible to cast spells as if aligned with the Magical Realm (though at a penalty equal to the score in this affinity). This affinity also provides bonuses to Imaginem spells, and to other spells having to do with demons, and as a bonus to Guile rolls. This also makes Imaginem spells cast by those with this virtue are much harder to detect; the level of the affinity is subtracted from any Intellego or Perdo Imaginem spells cast against the wizard's illusions (so a level 20 InIm spell cast against an illusion created by a magus with a Infernal Magic score of 3 would be considered only a level 17 spell). This is part of the "protection" offered by the Limit of Divinity.

Those who possess this affinity seem to be steeped in evil, much like the -1 General Flaw Tainted With Evil They have a penalty to all social interactions equal to their score in this affinity, though only as much as it exceeds their normal social penalties (for the Gift or the Blatant Gift).

Appendix 5: Diedne in Other Houses

The Diedne who fled to Scotland are not the only remaining Diedne lineages left in Mythic Europe. There are two separate lineages of Diedne Magi in House Bonisagus, made up of apprentices "appropriated" from House Diedne before the Schism War. There are also rumors that Merinita and Bjornaer sheltered a few Diedne magi from the Schism War. Nothing has been confirmed, though one or two lineages might have survived to the present day. All of these lineages, even the Bonisagi, would suffer from the flaw "Discredited Lineage", and only the Bonisagi are likely to possess the virtue of "Proficiency with Formulaic Magic". Aside from possessing the Virtue of Diedne Magic, these magi are not Diedne, and do not have access to the Druid Magic. Aside from possessing the virtue and flaw associated with being a Diedne, they are in all other ways identical to other members of their Houses.



Afterword
This revision has been a long time coming. I wrote the original article back in 1999, and decided soon afterward that I needed to revise it. However, various things, including a book contract and a lack of inspiration prevented me from ever getting around to it. I would also like to thank the staff of Atlas Games and the writers of Ars Magica, especially John Kasab, David Chart, Aaron Link, John Snead, and Jonathan Tweet, all of whom wrote or compiled books that I referenced heavily. I would also like to thank Sharon Krossa for her convenient web page on Gaelic names, and the Clan MacEwen for unwittingly providing the symbol of this House.

This text contains many trademarks owned by Atlas Games, including some text adapted from one of their sourcebooks. The use of these trademarks and text are in no way intended as a challenge to their ownership. The actual text of this piece, as well as many of concepts, are copyright 1998, 1999, 2003 by Mark Hall. Do not reproduce without permission, save for your personal use and the use of your Troupe.

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