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Hermes' Portal issue #12
Hermes’ Portal
Issue #12
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Hermes’ Portal
Issue n° 12
June 2004
by David Woods
by Mark Hall
by Jeff Berry
by Andrew Gronosky
by Alexander White
by Michaël de Verteuil
by Matt Ryan
Hermes’ portal
Publisher: Hermes’ Portal
Contributors: Abelard, Jeff Berry, Andrew Gronosky, Mark Hall, Matt Ryan, Michaël de Verteuil, Alexander White, David Woods
Editorial and proofreading help: Sheila Thomas
Illustrations: Angela Taylor (cover, border & p. 5, 7, 10, 12, 13, 26, 40, 43), Alexander White (p. 29, 32, 38), David Woods (p. 15, 16, 17),
Radja Sauperamaniane (back, page numbering & p. 42)
Layout: Eric Kouris
Thanks: All the people who submitted ideas, texts, illustrations or helped in the production of this issue.
Hermes’ Portal is an independent publication dedicated to Ars Magica players. Hermes’ Portal is available through email only.
Hermes’ Portal is not affiliated with Atlas Games or White Wolf Gaming Studio. References to trademarks of those companies are not
intended to infringe upon the rights of those parties. Ars Magica was created by Jonathan Tweet and Mark Rhein Hagen.
Hermes’ Portal # 12, Copyright ©2004, Hermes’ Portal. All rights reserved. Reproduction of this work is allowed for personal use only.
Contacting Hermes’ Portal
Email: Hermes.Portal@wanadoo.fr
Web site: www.hermesportal.fr.st
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Who’s who
Jeff Berry
Jeff Berry has been gaming since the late 70’s and
playing Ars since the second edition. He has the
dubious honour of having written the first module
for Vampire:The Masquerade from his playtest cam-
paign. He works for NASA and runs a small theatre
company, the Deptford Players (www.deptfordplay-
ers.org), in New York City. He is active in the Society
for Creative Anachronism.
Mark Hall
Mark Hall got his degree in History in 2001, par-
tially inspired by his love of Ars Magica. He now
teaches World History to 10th grade students in
Houston, Texas. He credits his writing to his wife,
Kris.
system, but nonetheless I try to continue studying
mathematics). I could also add I’ve been waiting for
a few articles longer than expected. Ooops! You
aren’t cleared to learn about this.
In issue #12 (the one you have before your eyes
right now), you’ll find a scenario to play with Land of
Fire and Ice designed by one of the authors of this
supplement, plus articles on failed apprentices, on
the place of covenants in Mythic Europe, and on
ways to include the politics of the Order in your
saga. And you’ll also find the regular columns:
Abelard (sad news from Moratamis), the Omnibus
Grimoire and the Heretic’s Corner. So everything is
here and fine — “only” one month late!
Now I’m (almost) on vacation for two months. I
still have to work on the translation into French of a
book on linear algebra, but there is not much to do,
I’m almost done with it. I will have time to work on
the special issue. I have a rather clear idea of what I
want to put in it and which sources to use. It will take
some time to work it out but it will be released before
the end of the year. Before this, issue #13 will be
released at the end of September, without delay this
time.
I hope you will enjoy this issue of Hermes’ Por-
tal as much as I enjoyed working on it!
Publisher’s corner
At last issue #12 has been released! I am “only”
one month late. In my defence I can say I had an
exam in algebra at the beginning of June (I’m already
a teacher and I’m at the top in the French scholarly
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Magic Beneath
the Skin
by David Woods
Introduction
Just before they were due to take full ordination,
Kollbeinn’s father and elder son were killed in a feud.
Kollbeinn claimed his father’s godord and led a very
successful legal case against the killers. He took up
his father’s position and arranged to have Andrés
appointed as the priest of his farmstead’s church.
Without any guidance or oversight by the masters
of Holar, they pursued knowledge recklessly. When
Kollbeinn decided to contact the local svart lord
(spirit of death, see LoFaI p. 47), Andrés voiced con-
cern but deferred to his friend’s judgment.
Since the Christianization of Iceland, no galdra-
man has developed more than a polite relationship
with svart-spirits. Normally galdramen make every
effort to generate a good reputation. This acts to
counterbalance the effect of their Gift and general
Icelandic prejudice against magical practice, particu-
larly by males. Any service by svart-spirits would be
abhorrent to a Christian and its discovery would cer-
tainly lead to outlawry; the Galdramen Hreppar (see
LoFaI p. 27) would not defend such an individual.
Finally, galdramen make a living from their magic and
svart-galdor is simply not commercial.
However, this did not deter Kollbeinn, who
wished to use necromancy to research ancient pagan
magic.
To the south of his farmstead lay the Dranga-
jökull (rock-pillar glacier). Within the labyrinth of
tunnels beneath the glacier lay the ancient burial
chambers of Iceland’s giant community. Now these
chambers are the necropolis of the svart-lord Blæin-
gr. In ages past, many giants and Norse magicians
had fallen under his power and come to serve his
court. Amongst them were those who held knowl-
edge of runecraft, which Kollbeinn wished to
research. The pair found their way into Blæingr’s
court and pledged their allegiance. Blæingr rose
slightly from his long slumber and rewarded them
with the spirit of an ancient giant runecaster to be
their teacher.
With this help, Kollbeinn and Andrés studies pro-
gressed rapidly. The combination of their philosoph-
iae and alchemy enabled them to recreate the dead
sorcerer’s spells in a form they could cast. With the
spirit’s guidance they inscribed these spells into a red
book. Meanwhile, Kollbeinn’s holdings were doing
badly under the burden of supporting his researches.
Kollbeinn desperately needed his work to produce
practical spells before lack of finances forced them
to stop.
The tenor of some of the spells disturbed Andrés
greatly, but whenever he began to question the wis-
dom of this new magic Kollbeinn would interrupt
with a barrage of justifications. One day, while jour-
neying back from the Drangajökull, Andrés insisted
that Kollbeinn listen to him. Enraged Kollbeinn
knocked Andrés from his horse and the rocky land-
ing broke his friend’s skull. Although initially dis-
traught, an opportunity to solve his financial crisis
came to Kollbeinn’s mind. At first, Kollbeinn had
dismissed the spell as too gruesome to contemplate,
Toframanna Saga from Land of Fire and Ice.
However, it can be adapted for other loca-
tions. This story draws from two sources, the
Draugdróttin article by Mark Shirley in Mythic Perspec-
tives 9 and Angurgapithe — Witch-Hunts in Iceland (out
of period but great material). This story delves into
the dark side of magic and highlights a particular vile
spell supposedly practiced in Iceland.
The story is quite a simple investigation, but the
drama should develop from how the player charac-
ters choose to handle the situation. Details of many
locations and supporting characters have not been
elaborated on and it is left to the storyguide to fill in
the blanks. Depending on how much detail you nor-
mally like, this story may require more or less work.
Synopsis
The story begins with two schooled galdramen
(natural magicians) Kollbeinn and Andrés, from the
cathedral school of Holar. Five years previously one
accidentally killed the other. Not only did Kollbeinn
keep this murder secret, he mutilated his friend’s
body in order to cast a spell that would grant him
riches.
Kollbeinn returned home claiming a troll had
killed Andrés. The body was never found and five
years later Andrés returned to the district as a draug
(corporeal undead monster). He immediately em-
barked on a murder spree, mutilating the bodies as he
was mutilated. He was hunted down by a trollsdottir
called Vígdís, but she found the battle too much. As
she retreated Andrés cursed her.
Vígdís then found herself stuck in the form of a
polar bear. Caught and sold abroad, she winds up
fighting dogs in the player characters’ hometown.
From this point on the player characters may become
involved and it will be up to them how events devel-
op, however, a likely ending could involve a fatal con-
frontation between Kollbeinn and Andrés.
Although written for an Icelandic setting, it can
be adapted for anywhere in Europe. Essentially there
is little difference between schooled galdramen and
natural magicians. Other details can be similarly tai-
lored to suit another location.
History
Ten years ago two young men joined the Ice-
landic cathedral school of Holar. Kollbeinn was the
younger son of a godi and Andrés was the son of a
tenant. Both were Gifted and received schooling in
magic alongside their other studies. Sharing the same
magical natures, the two grew close.
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T he following story is written primarily for the
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but the means now lay before him. After a night of
conflicting emotions he resolved to cast the ‘corpse
trousers spell’ (see insert).
On his return, Kollbeinn claimed a troll had tak-
en Andrés when they wandered off the path search-
ing for sulphur. Kollbeinn had wished to bury
Andrés and thought to blame the mutilation on the
troll, but the search party found nothing.
The spell was successful and Kollbeinn found he
had silver to buy whatever he needed. The red book
slowly filled with spells.
tries on their trousers to see if they fit. He avoids
larger groups by sinking into the ground.
So far the death toll is just two peddlers and two
poor fishermen. However, the mutilation of the bod-
ies has shocked and frightened people more than
four simple killings would ever have done. The local
galdramen have negotiated for stronger spirits to
guard the paths where the killings took place, but
Andrés has simply moved to other paths. Currently,
if people need to move in the Western Fjords they
travel in larger groups.
Kollbeinn guessed immediately who was behind
the attacks, but is currently sitting tight. He is hoping
that someone will slay the draug of Andrés without
discovering the details of its genesis. Some of his
thingmen are urging him to lead a hunting party for
the beast, but the last thing Kollbeinn wishes to do is
confront Andrés. Instead he secretly sent a letter to a
local galdraman called Grim and asked him to find a
trollson to hunt down the beast.
As it happened, Grim’s daughter Vígdís is a trolls-
dottir and it was she who first read the letter. Eager
for the adventure, she decided to hunt the beast her-
self. Vígdís tracked down Andrés’s draug. She shape
shifted into her favoured fighting form and did bat-
tle. However, the draug was too powerful for her and
she fled. As she did so Andrés cursed her; dooming
her to fight battles she cannot escape from. She soon
found that she was stuck in bear form. Worse was to
come, as while making her way back home she was
netted by farmers and sold to a merchant. Her curse
will break if she is rescued from a fight she cannot
win.
Player’s Introduction
It is spring and the characters in De Panne hear
that a white bear will be baited later that week. There
Nábrókarstafur
This spell-stave revives the male generative
capacity of a corpse and manipulates it to generate
wealth for the magician. The spell-stave should be
tied to the magician’s own scrotum along with a
coin, a pawn of vis or other small valuable com-
modity. The spell-stave requires that the magician
wear the intact skin of a human body next to his
own. When worn, this skin will become undistin-
guishable from the magician’s own skin. The coin
or vis will then constantly be multiplied in the scro-
tum; the excess must be periodically cut out (this is
painful).
Mechanics
CrTe/CrVi Lv40: Grants the wearer the
Wealthy or the Personal Vis Source virtue.
See the Red Book section for further details of
spell-staves.
Draugar
Draugar (singular draug) are a form of undead
found in Norse lands. Unless buried with proper
ceremonies a corpse may rise as a draug, particular-
ly if the dead were powerful, wicked or both in life.
Draugar are animated by svart-landvaettir. Howev-
er, the study of Svart-Galdor was never very wide-
spread amongst galdramen. Trafficking in such spir-
its was normally the province of draugdróttin. A
complete description of draugar and the draugdrót-
tin hedge tradition can be found in Mythic Perspectives
9. However, all the information needed to run this
story is given in the individual description.
Their powers were sought after to protect buri-
als from robbery via the creation of guardian
undead and cursing spirits. There was never much
call for such services in Iceland. Ironically svart-
spirits are widespread and very powerful in Iceland,
but Icelanders are mostly concerned with stopping
their dead from rising. In the close-knit Icelandic
nation, draugdróttin were never welcomed. Now
only troll sorcerers, a few giants and trollsynir know
this art.
Andrés Returns
Andrés’s body was found by a powerful svart-
spirit and re-animated as a draug (see insert). Con-
fused and in maddening pain, Andrés wandered
across the Drangajökull until he fell into a glacial cre-
vasse. Five years later he emerged and wandered to
the south. He is now unrecognizable, horribly bloat-
ed, partially flayed and wearing a ragged priest’s
tunic. He wanders the paths of the Western Fjords
looking for his ‘trousers’; the return of which he
believes will end his pain. He has no recollection of
who his is, how he died or who might have his
‘trousers’. Andrés attacks any small group of trav-
ellers who happen across him. He slays them and
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