Arduinna, genius loci of the Ardennes
Magic Might: 40 (Herbam)
Locus: Magic Aura 6 (forest +2, preternatural tether +4)
Virtues & Flaws: Magic Spirit, Daimon, Ways of the Forest
Magical Qualities & Inferiorities: Focus power (x 6), Greater Power (x 2), Ritual power (x 2)
Powers:
Crafter of Herbam , variable points, Init: (Qik-Might cost), Herbam: duplicates any non-Ritual Creo Herbam or Rego Herbam spell no greater than 40th level at a cost of 1 Might point per magnitude of the effect. (Focus Power x 2)
Guide, 3 points, Init +1, Mentem (Greater Power)
Manifestation, 4 or more points, Init (Qik–Might cost), Animal or Herbam (Focus Power x 2)
Master of Herbam , variable points, Init: (Qik - Might cost), Herbam: duplicates any non-Ritual Muto Herbam or Perdo Herbam spell no greater than 40th level at a cost of 1 Might point per magnitude of the effect. (Focus Power x 2)
Presence, 0 points, constant, Mentem (Greater Power)
Shroud, 2 points, Init: (Qik - 12), Mentem. Provides an effect similar to The Shrouded Glen. (Ritual Power x 2)
Vis: 8 pawns of Herbam Vis, 4 pawns a year can also be harvested deep inside the forest.
The Arduenna Silva
When Julius Caesar set about expanding the boundaries of Rome, the Hercynian Forest was not the only magical forest the Cult of Mercury encountered. In 57 B.C. Julius Caesar set out to conquer northern Gaul and in the region of what would be called Gallia Belgica was another vast, ancient forest the Romans named Arduenna Silva. Once again the Cult of Mercury set out to empower the limes and yet again their efforts lead to the fragmentation of the main spirit Arduenna into many, smaller genii locorum.