You’re a group of bright-eyed new magi, fresh from your apprenticeships. You’ve managed to persuade your tutors to allow you to venture off and establish a new Covenant (wizard community); but really they think this is a bad idea, and to prove their point they’re only giving you minimal support.

The Game: establishing a new self-sufficient wizard base, dealing with hostile locals (possibly from the nobility, the church, the fae, Hell; or all four), with little outside help.

Player characters


Brennus Tagall

Raised in a Alnwick near the English border with Scotland by stable owners, at a young age he found a fondness for animals as they didn’t seem to mind him unlike most humans.

Due to the geographic closeness of Loch Leglean he was taken into the Scottish Tribunal, and picked up a very basic conversational grasp of Scots.

During his studies it was identified that he is completely unable to combine Perdo with Ignam or Corpus but has a strong ability with Creo and thus he focussed on the study of healing.

Neste Chladach

A Welsh Orphan who was driven out of her hometown and made her way up the west coast to Carlisle surviving off coastal forage. Adopted by an innskeep, took strangely to the drinking culture until a traveller figured out her Fae heritage and pressured the innskeep to send her to the order.

Tighànaidh (Tiffany) NicGlas

Tighànaidh grew up in a small village of only a few dozen people. The town’s population is devoutly Roman Catholic, church life being a mainstay of events throughout the week. In her childhood, Tighànaidh took well to religion and spent much of her time working in the church, until her Gift grew discomforting to the congregation, and she was asked to leave. At the age of 8, her father agreed to send her away to apprentice with the Order, where her religion did not wane and has guided her studies and relations. Tighànaidh is bubbly happy, often quiet, and finds herself invited to most parties, for which her entertainments are greatly sought by her friends.



In many ways closer to an animal the skinchanger Eun is perhaps one of the few people who could find Brennus Tagall non offensive. Raised, metaphorically, by wolves, Eun has little in the way of language, although far more now than when they met 9 years ago. Considered a poacher and a thief by the local Scots, any and all attempts Tagall has made to properly civilise her have been swiftly put to rest, although some progress has been made. Eun obviously disdains the concept of gender roles and largely dresses in what medieval society considers mens clothing, but she’s also socially aware enough to disguise her gender and identity when passing near settled areas. She no longer steals from the peasentfolk, although whether this is just due to a lack of need has never been tested, and she’s proven receptive to learning, although only things that can be directly applied to her hunting and wilderness survival.

Companion of Brennus.


Marvenis father was a merchant immigrant from the mainland. When he was young, they moved across Scotland when times became tough. While his parents resettled, the journey made an impression on Marvenis, and when he became old enough he began travelling all across Scotland with a small pony and cart, taking goods from town to town.

Marvenis is well spoken, friendly, and enjoys a good night out, though he keeps his own faculties in check. He is happy to lend a kind ear to anyone who needs it. As a merchant he keeps himself fed, but leads a simple life, as most of what he makes he uses to help those in greater need, often to his own detriment.

Marvenis met Neste in a bar in Carlisle, just in time to agree to transport her to the order to begin her apprenticeship. He continued to travel while she studied, dropping in on her every few seasons as he passed through. Now, as his arthiritis begins to set in and his eyesight begins to fail, he’s looking to settle down in one place and create a small market where he can make a family before he runs out of time. The port village on the road still has cheap land to set up on, an important road to bring clients, and of course, Neste.

Companion of Neste.

Friar Alban

Born in england, Alban joined the crusades and fought in the Holy Land for years.

After returning from the crusades, he joined the Franciscan Order giving up all of his possessions (except for his sword which he kept as both a reminder of the depths of man’s sin) and devoting his life to the will of god.

He met Tighànaidh during her apprenticeship, whilst he doesn’t speak Scots they were able to converse in Latin.

He has a calm and friendly demeanour with a focus on helping those in need.

Companion of Tighànaidh


R              +-----------------------------+   +-------------------+
R              | FARM                        |   | COVENANT          |
R    +-----+   |                             |   |                   |
R    | INN |   |                             |   +-----+             |
R    |     |   |                             |         |             |
R    |     |   |                             |         |             |
R    |     |   |                             |   +-----+             |
R    +-----+   |                             |   |                   |
R              |                             |   |                   |
R              +-----------------------------+   +-------------------+
  • In Auchmithie, Scotland; 3 miles NE of Arbroath Abbey; 20 miles NE of Dundee.
  • 80 Build Points of Hidden Resources remaining.


  • Local: Haunted by demons, purified by a churchman (+1)

Hidden Resources in Calebais (88 BP)

  • Hrools (22 BP total):
    • Hofot: 2 Animal vis (taken)
      • wearing 2 satyr horns: 10 Corpus vis per horn
    • 25 normal adults: 1 Animal vis each (6 taken)
    • 10 warriors: 1 Animal vis each (5 taken)
      • each wearing 2 satyr horns: 2 Corpus vis per horn
    • 3 ermine: 3 Rego vis each (1 taken)
  • Ghosts (16 BP total):
    • Dargaud: 2 Mentem vis
    • Paulo: 4 Mentem vis
    • Josephine: 3 Mentem vis
    • David: 6 Mentem vis
    • Ferdina: 5 Mentem vis
    • Mormulus: 12 Imaginem vis (taken)
    • Ierimyra: 8 Creo vis
    • Pitsdim: 7 Ignem vis
    • Althea: 3 Corpus vis
    • Granorda: 9 Corpus vis
    • Crenvalus: 10 Rego vis
    • Uderzus: 9 Vim vis
  • Creatures (3 BP total):
    • Igack: 3 Ignem vis (taken)
    • 2 earth elementals: 4 Terram vis each
  • Magi Laboratories (7 BP total):
    • 6 small coloured glass balls: 1 Vim vis each
    • 8 small crystals: 1 Vim vis each
    • 5 glass jars full of dark blue smoke: 1 Auram vis each
    • satyr bones and horns: 8 Corpus vis
    • otter corpse: 1 Aquam vis
    • giant worm corpse: 2 Terram vis
    • horned dog: 2 Muto vis
    • boar with golden tusks: 2 Perdo vis
  • Sources (40 BP total):
    • moss: 4 Terram vis per year (taken)
    • garden spring: 4 Creo vis per year

Finally, 11 fragmentary maps to sources of raw vis and other nearby magical things.

2021-11-09 — Session 0



  • Short-term campaign focussed on newly-gauntleted magi establishing a new covenant with little support from their parens. They’ve given you some money, resources, and grogs (redshirts), and kicked you out with a “good luck!”
  • That is still likely to be several in-game years
  • If the game really takes off and we want to keep it going, I’m not necessarily averse to doing that—I don’t have a fixed 10-session story planned, for instance—but if we do that I’d prefer to switch to troupe-style play, where I’m not the only GM, and so I get to play too.
  • Basic setting details: medieval Europe, all the myths are true, The Gift, Order of Hermes, Code of Hermes, Hermetic Magic.
  • Basic system details: characteristics, abilities, dice, spellcasting, spell design, labs, auras, regio, etc.


  • Pure Fantasy vs Meticulous Realism But With Wizards scale — I’m thinking somewhere in the middle (standard medieval fantasy pseudo-Europe, with real geography, and a modern interpretation of medieval culture).

  • Saga Speed — I’m thinking Medium, where a single game session will cover one to four seasons.

  • What sort of themes do you want / not want?

  • Where in Europe to set it?

    • Rome: Italy and North Africa
    • Rhine: Germany
    • Normandy: Northern France
    • Provence: Southern France
    • Iberia: Spain and Portugal
    • Transylvania: the Danube Basin and North Balkans
    • Thebes: Greece and Constantinople
    • The Levant: the Holy Land
    • Novgorod: Russia and Poland
    • Greater Alps: Switzerland and the Alpine area
    • Hibernia: Ireland
    • Loch Leglean: Scotland
    • Stonehenge: England and Wales

To Do

  • Covenant creation
    • Just Books and Hooks, Build Points can be spent between sessions
  • Magi creation
    • You may or may not all want to be of the same House
    • Spells can be done between sessions
  • Companion creation


  • Set on the East coast of Scotland (Vikings?)

  • Custom minor personality flaw: weird sheltered upbringing in a tiny Latin-speaking community.

  • Between sessions:

    • Choose spells
    • Fill covenant library
    • Choose vis sources
    • Make companions

Next time

  • Walk through lab work
  • Introductory adventure

2021-11-16 — Spring 1220



  1. Local things:
    • In Auchmithie, a small fishing village
    • 20 miles NE of Dundee (the seat of the Mormaer of Angus)
    • 3 miles NE of Arbroath Abbey (Benedictine)
    • Signs of fairies nearby:
      • A circle of ancient pagan standing stones on a hill overlooking the village, with stories of strange things happening at the equinoxes and solstices
      • Fairy weavers sometimes join the old women
      • Local stories of it not being a good idea to be out on the coastal road at the winter solstice
  2. Discussion: the Covenant’s relationship to the village:
    • Do they know the magi are magi? Or are they posing as something else?
      • If it helps, the Order of Hermes is not very widely known: the powerful know about it, the well connected will have an inkling that there’s some sort of network of magi, but everyone else doesn’t known about it.
    • What’s the attitude of the villagers to the Covenant and its inhabitants? Different magi may be viewed differently, this is fine!
    • How do the magi treat the grogs? Are they kept at a distance, or are things fairly familiar?
    • What’s your source of income?
  3. Spring 1220:
    • Everyone’s plans
    • Kelpie Kidnaps Children
  4. Summer 1220:
    • Everyone’s plans
  5. Autumn 1220:
    • Everyone’s plans
    • Invitation to Arbroath
  6. Winter 1220:
    • Everyone’s plans
  7. Discussion: what are the PC’s goals and plans? (for future proactive stories)

Kelpie Kidnaps Children

On the night of the vernal equinox (start of spring), the village children are stolen away by a kelpie to be drowned and eaten, with one spared to return home and tell the tale.

  • Preamble:
    • If the magi have good relations with their grogs, one will ask who the “noble guest” is, and that there is a “very fine” new horse in the stables.
    • There is no noble guest.
    • Upon investigation, the horse has gone, and the floor of the stable is soaked with salt water.
  • 5-Node Mystery:
    1. The PCs discover the children are missing:
      • Villagers are out at night with torches yelling, this is kind of obvious to anyone not cooped up in their lab.
      • If the Covenant has good relations with the village, they will ask for help.
    2. Villagers are searching the road:
      • In case the children were taken away. If shared, a missing horse is taken as a bad sign.
      • Fairy clue: hoofprints going into the stable, but there is no extra horse, and there are bare footprints coming out
      • Fairy clue: loose seaweed
    3. Villagers are searching the shore:
      • In case the children got into difficulty and can’t get back.
      • Fairy clue: baskets weaving themselves
      • Fairy clue:
    4. Villagers are searching the forest:
      • In case the children got lost in the dark.
      • Fairy clue: sounds of children playing in the distance, which lead up to the standing stones
      • Fairy clue: a vague sense of there being something else in the dark with you
    5. The PCs realise fairies stole away the children.
  • 5-Room Dungeon:
    1. Entrance: The Circle of Standing Stones
      • On the hill overlooking the village
      • The stars look slightly wrong through it (as if they’re seen through a lens or a heat shimmer)
      • Entering the regio requires running around it anticlockwise three times and then stepping into the middle.
    2. Puzzle: The Fairy Forest
      • Faerie Aura: 5 (casting +3, botch dice +5)
      • Clearly very close to being in Faerie
      • Intense feeling of being not alone
      • Sounds of children playing and adults calling out to be careful and not get lost
      • Trees seem to move around, thorns suddenly appear, the adult voices get louder deeper, and it’s easy to get turned around and come back to the entrance
    3. Red Herring: The Dead Marshes
      • Faerie Aura: 5 (casting +3, botch dice +5)
      • A large, barren, misty, marsh extending as far as the eye can see
      • The water is full of corpses; but these are items of glamour, bringing one out of faerie makes it revert to scraps of cloth and tangled roots
    4. Climax: The Kelpie and the Children
      • Back in the mundane world, on an inaccessible bit of the shoreline, children stumble towards the sea with vacant eyes, while one stands back trying to bring them to their senses
      • The kelpie is present (p89 Faerie sourcebook)
    5. Plot Twist: Returning Home
      • There is no route back into Faerie, and this bit of the shore is cut off from the rest.

Invitation to Arbroath

The abbot of Arbroath would like to meet the rich nobles who settled near the village several months ago and who helped to rescue the children from the kelpie. And so, an invitation to visit the abbey for a few days is sent.

Upon discovering that the characters are magi (the abbot will realise if one without the Gentle Gift goes, or it may come up in conversation about how exactly they saved the children), the abbot’s attitude sours. He thinks they are likely heretics on the path to evil, but will refrain from denouncing them if they exemplify the virtues, perform good services for the community, render assistance to the abbey, and pay a generous tithe (this is the introduction of the Minor Beholden hook).


  • Discussion:
    • They’re keeping the fact that they’re magi quiet: not exactly hiding it, but not talking about it without need either
    • The villagers think they’re kind of weird
    • Neste has tried to make a good impression
    • Grogs are just normal peons, the magi are fairly hands-off
    • There’s one head grog
    • Income is from the inn, and also from selling excess crops
  • Spring 1220:
    • Children saved
    • Kelpie driven off but not killed
    • They created a mocking InVi(Co) fairy with a botch

Next time

  • Summer 1220

2021-11-30 — Summer 1220


  • Rules: spellcasting in combat (p174)
    • Initiative modifier for spellcasting in combat is just Quickness
    • Fast Casting is done as a reaction to something else
  • Summer 1220:
    • Everyone’s plans
    • Harvesting the Muto vis
      • Nobody knows the exact day, the field is 20 miles away, and there are a lot of cocoons to harvest.
    • Lord Boyd (Minor Beholden) wants the covenant to tutor his son, Mason
      • Lord Boyd owns the lands along this coastal area: a few villages, and the area with the covenant
      • He’s boisterous and doesn’t listen
      • He’ll send a letter announcing this arrangement at short notice, and Mason + some servants will just show up if nothing is done to stop it
      • A season is 3 months, and a magus can spend at most 10 days away from their lab if they want to spend it doing lab work; also the Gift will likely affect who can tutor Mason
  • Autumn 1220:
    • Everyone’s plans
    • Invitation to Arbroath
      • Abbot Montgomery would like to meet the rich scholars who settled nearby recently and who helped to save the village children (ask the players how much of the truth they told about that)
      • He has strong connections to the rest of the Church, and in particular is a close personal friend of the Bishop.
      • If he realises they’re magi, he will think them heretics far down the path of sin, unless they are outstandingly virtuous
    • Succubus takes up residence in the inn
      • Traffic increases, which is good for money, but there are some strange visitors: they arrive, spend a night, and then depart back in the direction whence they came; and some even come to blows over having specific rooms.
      • There’s a faint infernal aura in one room in particular.
        • Friar Alban and any other Divine-affiliated people feel disgust when in the room
  • Winter 1220:
    • Everyone’s plans
    • Fairies stealing money
      • Money is disappearing from the covenant’s stores
      • Fairies are taking it in the night in exchange for tending the field
  • What are the PC’s goals and plans? (for future proactive stories)


  • Summer 1220:
    • Marvenus sets up a shop and starts making connections
    • Send grogs to harvest Muto vis
    • Appoint Friar Alban to teach Mason
    • Might Friar Alban be concerned that Eun can’t speak, and therefore can’t confess her sins?
  • Autumn 1220 (first half):
    • Neste starts looking for a scribe or a bookbinder to bring to the covenant
    • Brennus starts looking for vis source leads
    • Notice demon at the inn:
      • We decide the inn has a corridor, so rooms can be reached without going through the common room
      • Friar Alban spots the smell
      • Tiffany detects the aura, and leans that it’s level 1
      • Brennus tries DEO on Room target, but nothing happens
        • Demon isn’t in the room, and the aura needs exorcising or just leaving to fade

Next time

  • How does Demon’s Eterenal Oblivion levelling work?
  • Second half of Autumn 1220
  • Adventure to find a vis source near the covenant (hidden resources)
  • Getting demon help from the Church

2021-12-07 — Autumn 1220


Exorcising the demon

  • Abroath Abbey (3 miles away) can send a monk knowing the exorcism rite.
  • The abbey itself is a collection of impressive red brick buildings with stained glass windows, and a towering gatehouse set into the outer walls. The buildings are surrounded by fields and orchards, and inside the walls are decorative and medicinal gardens.
  • Upon arrival a monk, Brother Matthew, will greet them, wash their feet, and taken to the gardens to rest from their journey until the abbot will see them. If there are magi with The Gift present, he will greet them warily, skip the feet washing, and get another monk to keep an eye on them as he goes to the abbot.
  • The abbot will be skeptical of claims of demonic activity, saying that that sort of thing happens in other parishes, but will be convinced if Friar Alban is there to describe the effects. He will distrust the magi if he recognises them as such, and will dismiss talk of an “infernal aura” as magi-babble.
  • A monk sent out will want to return the same day, and will reject any food offered to them.
  • The exorcism:
    • The exorcist will dispel the infernal aura by reading loudly from a Latin scroll while ringing a bell. This will attract considerable attention if guests are still at the inn.
    • He will say that he felt no opposition, and the fiend must have fled the room. But it will be hiding nearby—may even have possessed someone, likely a woman given the sin involved—as demons are weak-minded and compulsive, they cannot easily give up a course of action.
    • One of the maids is possessed.
    • Eventually the exorcist will suggest testing everyone: having them hold a cross and recite a short prayer. This will certainly generate talk if the guests are involved.
    • The maid will try to escape, the exorcist will command the PCs to hold the maid still and will start reading the rite and ringing the bell, the demon (a cloud of black smoke) will pour out of her mouth and the room will be filled with a foul stench of rot and decay—“Friar, the Lord’s Prayer!”—and it will be banished back to Hell.
    • The exorcist will comment that it was a weak demon.

Finding a vis source

This is The Broken Covenant of Calebais.

Brennus finds tales of a Two Crag Hill, a cursed location, home to a dragon and haunted by restless spirits. This sounds like a good candidate for vis sources:

  • Ghosts, if they can be convinced to pass on, typically leave behind Mentem vis. This is tricky though as most ghosts don’t know they’re dead, and just repeat their last days, so convincing them of their fate and having them make peace with it can be hard.

  • A dragon will certainly have some sort of raw vis in its body.

  • Dragons and ghosts could indicate a magical regio, which tend to have other sources of raw vis.

Two Crag Hill is a week’s journey inland: this means a magi who travels there likely cannot do lab work that season. There are a couple of small villages in the area, but no significant towns.

Begin with Sir Gilbert’s Camp, on page 20. Calebais is not widely known, though a magi may make an Order of Hermes Lore check at 15+ when they learn the location and 12+ when they learn the name to see if they know anything, in which case they’ll get some of the backstory.


  • Demon:
    • Friar, Tiffany, and Angus go to the abbey
    • Tiffany makes them suspicious, Angus is loud and obnoxious
    • Conversation with abbot:
      • Friar explains situation and convinces him that they need to send an exorcist
      • Abbot comments on the potential sinfulness of magi, and muses that he should send another letter to the Pope asking for an official decree on whether it is sinful
      • Abbot sends them back with Brother Mark
    • Return to the inn:
      • Angus loudly announces that a monk is here to fix some evil, causing a panic
      • Brother Mark exorcises the infernal aura, says that the demon is somewhere
      • They start testing people: who are very suspicious that Friar Alban is saying everything is fine, while Brother Mark is making them recite the Lord’s Prayer.
      • Neste doesn’t know the Lord’s Prayer, but Brother Mark leads her through it, and afterwards mutters about “godless heathens”
      • Find the possessed serving girl, catch her on the road, do the exorcism.
  • vis source:
    • Brennus, Marvenus, Eun, and a grog, arrive at Sir Gilbert’s camp.
    • Tell Sir Gilbert that they are here to take something from the dragon, and reassure him that they’re not here to kill it (he can still do that).
    • Get his dreams.
    • Eun gets lots in the forest at night and meets some of the animals, but can’t understand them.
    • Brennus translate plinth.
    • Find all animals and figure out what the order is.

Next time

  • The rest of the Broken Covenant (note: play the dryad as desperate for company, and very encouraging of their efforts to solve the riddle)
  • Give the covenant a reputation from the whole demon shenanigans

2021-12-14 — Autumn 1220 (2)


Continue the Broken Covenant


  • Meet the Dryad
  • Kill Iglack and take his Ignem vis
  • Find the water Creo vis source and take 3 pawns of it
    • The Grog drank some, he was left behind at the knight’s camp to recover, and will do so unusually quickly
    • They can work out how long it takes to refill when they return
  • Return to covenant
  • Tiffany recalls some backstory: probably demons.
  • Eun, Brennus, and Marvenus get adventure exp.

Next time

  • Winter

2021-12-21 — Winter 1220


  • Neste finds a scribe & bookbinder (as hidden resources)


  • 10 BP for scribe & bookbinder
  • Winter 1220
  • Spring 1221:
    • Tribunal, at Loch an Eilein. Meet some new magi:
      • Seamus: from a rich covenant in Northumbria
      • Solomon: old magus / priest who knew the demon reputation, from St. Andrews
      • Fiona: Tiffany’s mentor
  • Summer 1221:
    • Money disappearing:
      • Marvenus investigates, thinks it may be something magical
      • Neste and Brennus decide it’s not enough money to be worth the effort
  • Autumn 1221
  • Winter 1221
  • Spring 1222:
    • Cast Aegis of the Hearth (level 25) on the first day

Next time

  • Spring 1222
  • Tribunal
  • Broken Covenant

2022-01-04 — Spring 1222


Broken Covenant

  • Sir Gilbert and the men he took with him through the forest have been missing for a few weeks, the camp is on the verge of breaking up and returning home.


  • Debate on baiting and magical defences:
    • Darius of Flambeau is the accused, and believes any magical defences are justified
    • The aging Ornath of Guernicus is the Quaesitor arguing the opposition
  • The Bonum Magicae Ossa covenant in the highlands has been destroyed, seemingly by divine intervention:
    • Its magi were researching the Limit of the Divine, a fairly unpopular move.
    • The covenant is now just a lush overgrown crater, as if it were demolished and then abandoned to nature for a century.
    • A lingering Divine Aura has wiped out any magical residue, so the quaesitores have been unable to figure out what was being done in the covenant immediately before the destruction.
    • There were sightings from nearby villages of a winged figure holding a flaming sword hovering above the covenant.


  • Spring 1222:
    • Tribunal
    • Sociopathic knight-heir baby left at the covenant
  • Summer 1222:
    • Harvesting the Muto vis
  • Autumn 1222:
    • Lord Boyd visits
  • Winter 1222
  • Spring 1223:
    • Aegis of the Hearth expires
    • Tribunal


  • Spring 1222:
    • Tribunal:
      • Trade some books with Philberta of Bonisagus
      • Covenant destroyed by an angel
    • Sociopathic Baby:
      • Eun finds it
      • Leave with Eilidh, kitchen grog, after deciding it’s not magical
  • Summer 1222:
    • Send grogs to collect Muto vis
    • Recruit a teacher
  • Autumn 1222:
    • Lord Boyd visits
      • Throw a party and get him drunk
      • He takes Mason off to Oxford

Next time

  • Winter 1222
  • Next Spring: return to the Broken Covenant
  • Players want Broken Covenant to end the campaign, so stretch or shrink it as appropriate to cover the next 3 sessions.

2022-01-11 — Winter 1222


Broken Covenant

  • Sir Gilbert and the men he took with him through the forest have been missing for a few weeks, the camp is on the verge of breaking up and returning home.
    • They ate dryad food and will sleep for a century.
    • The dryad sees nothing wrong with this and, in fact, is delighted to have company!


  • Various research activities until Summer 1223
  • Tiffany makes a charged item to destroy ghosts
  • Summer 1223:
    • Visit the Broken Covenant
    • Knight camp gone
    • Knight & company asleep at the dryad’s table
    • Trade Marvenus for the knight
    • Find Paulo
      • Gets enraged at mention of Mormulus
      • Tiffany destroys him
    • Find Josephine
      • Told about her son
      • Pickpockets Tiffany’s poetry book

Next time

  • Level 3

2022-01-18 — Summer 1223


  • Kill Hofot & take his sword (knight has it)
  • Harvest hrool vis:
    • 1x ermine
    • 1x hofot
    • 6x adult
    • 5x warrior
  • Catch a rock with legs
  • Talk to Ferdina, she thinks it’s 1170
  • Harvest magic water
  • Meet Pitsdim, learn that ghostly fire doesn’t cause real hurt
  • Visit Mormulus’ lab:
    • Make him realise he’s a ghost
    • Tells them about the Veil
    • He moves on
    • Leaves behind his vis

Next time

  • Level 6

2022-01-25 — Summer 1223 (2)


  • Summer 1223:
    • Brennus gets smashed by an undertaker, retreat to surface
    • Reunite Gemeric with Josephine
      • She’ll disappear when the rock spell wears off
    • Neste rescues people from the dryad
    • Return to Covenant
  • Spend rest of summer and autumn recovering
  • Spend winter preparing
  • Spring 1224:
    • Tiffany recovers her stolen book from Josephine
    • Gemeric has an arm now (kind of creepy)
    • Take 3 creo vis from the garden
    • Fight hrools outside Ierimyra’s room: kill one and capture the rest, and she appears!

Next time

  • Level 6

2022-02-01 — Spring 1224


  • Spring 1224:
    • Escape from hrools and Ierimyra, but Sir Gilbert, Friar Alban, and a grog die in the process
    • Encounter Pitsdim:
      • In his ranting, Pitsdam says “it was all his fault!” pointing to the empty space at the council table
      • Defeat him with the skull
    • Drop a boulder on the dragon statue and steal its head
    • Escape with the charred letter

The End.