Sauerthalus Labs

Character Location Size Refinement Quality Upkeep Safety Warping Health Aesthetics Misc
Adain Cryf Cave near Sauerthalus +2 / +1 0 -3 -4 -3 0 -3 -2 +1 An, +1 He, +1 Mu, +1 Te
Natural Environment ( +3 Virtue, +2 Aesthetics, +1 An, +1 He, +1 Te), Subterranean ( +1 Upkeep, -1 Health, -1 Aesthetics, +1 Te), Uneven Floor ( –1 Safety, –1 Health, –1 Aesthetics, +1 Mu), Inferior Equipment (-1 Quality, -1 Upkeep), Inferior Tools (-1 Safety, -1 Upkeep), Lousy Ingredients (-1 Quality, -1 Upkeep), Undecorated (-1 Flaw, -1 Upkeep, -1 Aesthetics, -1 from any specializations of +2 or higher), Defective Heating (-1 Flaw, -1 Quality, -1 Upkeep, -1 Health, -1 Aesthetics)
Freyja Ex Miscellanea Wizards’ Tower, 6th floor 0 0 0 0 0 0 0 +1 +1 Au
Elevated (+1 Aesthetics, +1 Au)
Heinricus ex Jerbiton Wizards’ Tower, 5th floor 0 0 0 0 0 0 0 +1 +1 Au
Elevated (+1 Aesthetics, +1 Au)
Maximianus ex Bonisagus Wizards’ Tower, 7th floor 0 0 0 0 0 0 0 +1 +1 Au
Elevated (+1 Aesthetics, +1 Au)
Wilhelmus ex Merinita Wizards’ Tower, 4th floor or basement 0 0 0 0 0 0 0 0
No special qualities or Subterranean ( +1 Upkeep, -1 Health, -1 Aesthetics, +1 Te)


Size reflects the actual area of the lab’s floorspace.

Size -3 -2 -1 0 +1 +2 +3 +4 +5 Additional +1
Area (sq. m) 10 20 35 50 65 80 100 125 150 +50

No usable lab can be smaller than Size -3.

Labs also have an Occupied Size, which is equal to (total points of Virtues) – (total points of Flaws) – Refinement and may not exceed the actual Size or be less than 0. If Occupied Size is not the same as the total Size, it is noted after the total Size. e.g., Size +2 / +1 indicates a Size +2 lab with an Occupied Size of +1.

Occupied Size has two major effects:

  • If the Occupied Size is greater than 0, it is subtracted from the lab’s Safety.
  • For every full two points that Size exceeds Occupied Size, the lab gains the 0-point Empty Flaw, giving -1 Aesthetics (all the empty space looks ridiculous) and either +1 Upkeep (to heat and clean the unused space) or -1 Health (from the accumulation of dust, cobwebs, vermin, etc.).


Refinement is added to the lab’s Safety and subtracted from Occupied Size (to a minimum of 0). Note that, if Occupied Size is greater than 0, improving Refinement by 1 will effectively increase Safety by 2, since Occupied Size acts as a penalty to Safety.

After occupying your lab for a number of years equal to its current Refinement, you may undertake a reorganization project to improve your lab’s Refinement to a maximum of Magic Theory – 3. This project takes 1 season per point of Refinement added and each season of work has a chance to add the Highly Organized Virtue ( +1 General Quality), the Spotless Virtue ( +1 Aesthetics, +1 Health, and +1 Creo), or the Hidden Defect Flaw (-3 Safety) to the lab.

General Quality

General Quality is a modifier to all lab totals when using this lab.


Upkeep determines the annual cost of maintaining the lab as well as the cost of initial construction.

Upkeep -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5
Annual Cost (£) 0.1 0.2 0.3 0.5 0.7 1 1.5 3 6 10 15

Initial construction cost is equal to 5 years’ upkeep. If features are added to a lab which increase its Upkeep, this incurs a construction cost equal to the difference in initial construction costs. (e.g., Adding a feature which increases Upkeep from 0 to +2 costs £10.) There is no refund for changes which reduce Upkeep.


A lab’s Safety score is subtracted from the number of botch dice rolled for all lab activities.

Additionally, if the Safety is less than 0, a simple die is rolled for each season of lab work. If the result is equal to or less than the absolute value of the Safety score (e.g., a roll of 1-3 with Safety -3), then an accident may have occurred and you must roll one botch die per point that Safety is below 0. Any resulting botches are rolled on the Experimentation Disaster chart (ArM5, p.109) with the absolute value of the Safety score as a modifier (capped at +3).


If a lab’s Warping score is greater than 0, roll a simple die for each season of lab work. If the result is less than the Warping score, roll for an Experimentation Side Effect if the die roll was odd or for an Experimentation Modified Effect if it was even. (ArM5, p.109)

Labs with Warping scores should also be assigned one or more Personality Traits whose values add up to the lab’s Warping score. These traits will color the experiences of anyone spending time in the lab as well as guiding the interpretation of any Warping effects on projects performed there.


Inhabitants of the lab receive the lab’s Health score as a modifier on any wound or disease recovery rolls and half of the Health score (rounded towards 0) as an additional Living Conditions modifier on Aging rolls if they spend at least half the year living there.


Over time, a lab’s owner will accumulate 5 XP for each point of its Aesthetics score in a positive or negative reputation based on how their lab reflects on them.


Based on its Virtues and Flaws, a lab may gain specializations in up to two activities (Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction) and four Arts. The specialization values are added to any appropriate Lab Totals (or Advancement Totals in the case of a Teaching specialization).

If a lab’s Virtues and Flaws make more than two activity or four Art specializations available, you must choose which to use and which to pass up. This selection may later be changed, but only when spending a season to increase the lab’s Refinement.

Sauerthalus Labs

Sauerthalus Saga nDervish