Originally the Dracof Beucaire concept was much more extensive than the material presented in the various paragraphs, Character Guide and Story Seed inserts in Faith and Flame, pages 116-119.
In fact, at one stage when Antagonists came out I thought of expanding the material into a whole chapter for that book but lacked the time to fully develop Aucassin mechanically to my satisfaction or explore the apotheosis mechanics of the Mystery path and the representation of the Elder Drac living in a Vestige in the Magic Realm.
While drafting my sections for Faith and Flame I was keen to incorporate some Theban elements into the Arelat section as Massalia (later to be called Marseille) was originally founded as a Phocaean colony long before the Romans arrived to establish the Provincia and subsume the local Greek culture.
We were developing the Cult of Mercury concepts under Erik’s lead and I looked back through my notes for inspiration and found an old idea from the Light of Andorra Saga circa 2008 that I’d worked on for a Gifted Mercere character named Decimus that had been initiated into the Cult of Mercury by his mater, Honoria:
Portus Phlegythas, a watery subterranean covenant and mortuary for the pagan cult that holds a gate to the realm of Hades, located in the deepest stretch of the Verdon Gorge in rivers and lakes. Populated by pallid covenfolk warped by the high Magic aura to be overly sensitive to sunlight. A Mercere pontifex (archmagus) of the Cult, Fraxinus of Mercere, leads the covenant and officiates over the funerary rituals of the crematorium.
It is also home to a small lineage of Ex-Miscellanea Mercurians who specialise in speaking with the departed spirits of antiquity like the ancient Dacian necromantic tradition that joined House Tremere in the 9th century, thereby gaining much lost lore and occasional insights about the future.
Decimus stayed only briefly, long enough for Honoria to prearrange a ceremonial funerary service and cremation in the traditions of the Cult for him – a traditional gift from mater to filius upon being considered worthy of attempting the Hermetic Gauntlet. You briefly met the magi there and made a favourable impression on them, including Acheronus, the Tytalus Titanoi interested in controlling the powerful daemon referred to as Styx, personification of Hatred and Oaths. It’s a very creepy place, even for a covenant-raised pagan like Decimus…
I therefore wrote a short paragraph on the covenant, renaming it Portus Termini and linking it in to the history of the Coenobium by making it the destination of the necromancer survivors of the Saracen depradations of the Alyscamps, the ancient graveyard near Arles. I felt this linked in well with the funerary custom ideas for the Cult of Mercury and wanted to expand on the concept of a parens from the Cult of Mercury purchasing an obol for Charon to “pay the ferryman” well in advance for their apprentice’s ultimate death and Mercurian style funeral.
The potential Story Seeds of a magi’s obol being stolen and used as an Arcane Connection to either their living self or their ghost seemed worth exploring but I didn’t get a chance to develop it as a counterpoint to the Tremere’s custom of passing through the Gate of Eurydice (see Houses of Hermes: True Lineages, page 115 and Against the Dark, page 22 for further details) and as an example of a potential remnant of the non-Tremere Dacian necromancers. Some of the ideas detailed for Qui Sonant Pro Quieto, the covenant that serves as the final resting place for Ireland’s magi (detailed in The Contested Isle, page 105-107) could be readily applied, at the risk of being derivative. I suspect I could link it into the Cult of Orpheus somehow as well.
Another idea that occurred to me later on was to link some of my Terrae magi ideas such as the Sleeping Army (originally derived form a conversation with the former Berklist alumni, David Woods, who wrote the Guernicus chapter of Houses of Hermes: True Lineages) and link it into some of my ideas regarding Petra and the Mercurian and Guernicus involvement with Urbs Rubra.
Unfortunately, despite all this potential, during the writing process we quickly began to run out of room in the Provencal draft however and as I felt the covenant was becoming more “Theban” in style. Erik was leading the Mercurian development in an amazing direction and so I didn’t translate the remainder of my notes into a full covenant description and turned my concentration to other concepts. The sole remaining reference was spotting on the Atlas Forums, remaining as a potential “Easter Egg” clue…
I still think the concept has value as a covenant “between Tribunals” (and perhaps “between worlds”) as such, but rather than being a transport nexus and Mercer House like Harco, it serves more as a destination or a one-off expedition. Making it at least accessible via subterranean waterways gives it the potential to be visited from nearly any geographic are in Mythic Europe potentially reached by the Romans, so I hope I can expand it further perhaps as a fully fledged Sub Rosa piece but more in the style of a “Hooks” or adventure article than just a gazetteer piece.
See the remnant of the original draft text for the covenant:
One of the core concepts driving the design of the Arelat chapter of Faith and Flame was the wake of the depradations of Fraxinetum. This little known but fascinating episode from real history was a great hook and I felt the concept required at least some treatment in any Provencal Tribunal book.
I had just finished writing material for The Cradle and the Crescent at the time, so working on some ideas for a Moorish raider covenant came fairly easily.
See below for the link from the Faith and Flame page to the extra Fraxinetum material:
Although I contributed some ideas to the concept of Aedes Mercuriae (see Dois…?), and pitched the unrecognised “pirate covenant” of Fraxinetum Redux, I really created only one major covenant to Faith and Flame: the Provencal Tribunal that ended up in the final supplement.
This was the multi-site Jerbiton and Mercere led covenant know as Coenobium Rhodanien or more commonly, just “The Coenobium”.
So Ben MacFarland (one of the US based ArM5 line authors) presented the authors of Faith and Flame with a bit of a present today – he used his Google Glass to record the “unboxing” of his newly arrived copies and flicked through them slowly so the non-US authors (CJ and me basically) could have a look at the artwork. You can’t see the actual text clearly so it’s apparently legit from Atlas Games’ point of view but you can make out the layout.
I’m very thankful to Ben for his efforts – simply put the maps (by Matt Ryan) are amazing and I particularly enjoyed the artwork in my Arelat chapter. Good to see some new interior artists and I particularly liked the Lou Carcohl by relative newcomer Christian St Pierre (who was responsible for the lovely “Siege of Mistridge” piece that graces the cover).
Go see the dedicated “Faith and Flame” thread over at the Atlas Games Forums for more comments as we continue to discuss the supplement.
My copies still haven’t arrived in Oz sadly… even the line editor, David Chart, who lives in Japan usually gets his copies before me here in the Antipodes. 😦
One of the major concepts I worked on for the Arelat section of Faith and Flame was that of the allied hedge wizard herbalists of the Coenobium, the so-called “Masques of the Coenobium”.
This concept was eventually watered down to an insert of the same name, the Pralician character Lavandarius and some details on Lavender of Virtue.
Lavandula or lavender is such an iconic symbol of modern Provence that I wanted to be able to include it somehow in the Arelat section but without it being too anachronistic. This attempt lead to a whole lot of research into medieval herbalism, the reputedly magical classical properties of lavender in ancient Greek medicine and investigation into the local folk magic of Provence.
As I’m a unabashed “hedge magic tragic” from way back, some sort of allied collective of subsidiary Cunning-Folk / Folk Witch style herbalists seemed a logical concept to develop further, particularly for a covenant like the Coenobium where the Jerbiton magi style themselves as living in good taste (hence the perfumes, fine pastries, sauces and spiced wine) and the Redcap contingent has need for a plethora of useful minor magical items.
I’d always considered Hermetic enchanted devices as quite powerful for Redcaps (although arguably important from a meta-game perspective) and wanted to explore the potential of Redcaps relying on hedge magic devices as it seemed more authentically medieval in flavour. More on this perhaps in a later post…
The following article collects some of this material cut from the Arelat drafts:
I’ve just posted the first supplemental material for Faith and Flame over at the relevant page.
Originally the Redcap Sicart the Leper was intended for inclusion in the book as a potentially ally of new characters, but I didn’t feel comfortable statting up various Companion characters initially (I hadn’t written my “Training Packages for Redcaps” article yet). I then ultimately ran out of time.
This character concept came from reading ArM3 A Midsummer Nights Dream, the classic “Four Seasons Tetralogy” adventure supplement set mainly in the Val du Bosque that begins with the infamous Provencal Tribunal meeting of 1207 set at the ancient covenant of Dois… oh, hang on we can’t mention the trademarks of other companies now can we? Continue reading Provencal Material – the Backstory of the Leper Herald→
Well, this is the supplement where I had the opportunity to present my influence on Redcap culture for better or for worse, but unlike other Tribunal Books (except perhaps Against the Dark) this also book addresses the role of Gifted Mercere in the culture of House Mercere.Erik was responsible for the high Mercurian concepts of Aedes Mercuriae and the Gifted Mercere archmagus Ophilo, whereas Ben developed Guillermo, the Herculean Hero Cultist of Ara Maxima Nova. There was originally a third Gifted Mercere character, the Islamic merchant magu Saggitus of the Coenobium but we felt three detailed Mercere magi in one book was too many given the small number in canon.
So while digging through my old material I came across a partially completed article on various concepts useful for playing Andalusian Magi.
I’d long lamented that much maligned ArM3 Tribunals of Hermes: Iberia contained a woefully inadequate amount on Granda and in truth basically no material on Islamic Hermetic Magi. I therefore decided to address this but never finished the piece.
Seemed a shame to waste such good ideas and given there appears to be no chance of a revised Iberian Tribunal anytime soon, I may as well dust them off and showcase them here for general use.
I’ve added the following material to the site already, but more will follow:
Some of the ideas and concepts may well be useful for Sagas set in the Mythic Levant or the Mythic Middle East and may provide interesting material for opponents or allies of characters located in the nearby Provencal Tribunal. The original ideas for some of the more developed concepts appeared in my old Sub Rosa article “Dar al-Nujum Covenant”, the complete text of which is now hosted on this site.