Theandric Saga OOC

Lab Texts & Tomes

Strahd_Von_Zarovich said:
As for the distribution of the arcane points - I'm as Mummy, my knowledge in ArM rules is quite low, the only things I remember is the few rules I learned when trying to play Tabletop ArM with Yair a few years ago, so Yair - try to rule on Gorgamesh side as well.
I don't mind fleshing out this information in full. If you guys just want to give me some ideas of what spells (or types of spells) you might be considering for the future development of your character, I will incorporate them into the selection as best as possible... otherwise, I'll just pick a selection of "core" Hermetic spells that would likely be available to a Spring covenant. 200 points doesn't go a long way, afterall.

For the summa and tractatus, I tried to take all the magi in consideration. 3 of 4 have some interest (i.e. points alloted) in Corpus, and everyone put at least a few points into Vim, so I selected those as the primary summae. The last summae, being such a low level, isn't of major use to anyone's specialty, so I figured a general Art (Animal) or a Technique would be suitable, since we are most under 6 in those. The next major focus was Terram, for Titus, which I gave as the highest tractatus, and then Mentem, which, once again, 3 out of 4 have a indicated interest in. Rego was for the benefit of Gasparius, the only apparent Technique-specialist amongst us, and finally, the Imaginem tractatus was just a throw in... it can be changed if anyone prefers something specific.
 
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Nzld, your last three posts are amazingly well crafted.

Regarding the specialists, I figured you pay for the skill set rather than the characters (as they are just names plus a skill score by the rules); so I just added these up. But you're right, but the rules it should be the highest skill.

Regarding Strahd's Companion, Nzld said it better than I can. Roy, I recommend trying to come up with a companion to another PC as your Companion character.

Regarding the books, Nzld's decision seems so articulate and considered I feel I have no need to go over Gorgameshe's stats myself. :D I will, later, but I doubt that will change his obviously well-considered choices.
 


Companion Suggestions

Strahd_Von_Zarovich said:
hmmmm.... you have a point
I'll think on someone else.
thanks.
Just some thoughts you might take under consideration... the two existing companions (Volkmar and Hakon) are both combat-oriented characters, and both are lacking in social ability... Volkmar because of his deformities and wardrobe style, and Hakon because of his nationality and cultural differences. Therefore, neither are ideal for assisting magi in dealing with mundanes in typical social settings. Though some of the grogs have social skills that can be used in this regard, you might consider a companion created along those lines.

Alternately, if you prefer a ranger-styled character (as you mentioned), you might make a character specializing in bow, hunt, and survival skills, with appropriate area lore skills, and possibly the Animal Ken and/or Wildernes Sense supernatural virtue(s).

A pagan "druid" could also be viable, though I daresay he would be a druid in name only and have no true magical power (other than what supernatural virtues you grant him). Still, he could be expert in the local traditions, fae, locale, etc. Valeria would likely have an interest in him, as part of my OOC intent for her is to investigate ancient pagan sexual practices, fertility rites and such, and try to incorporate them more directly into Hermetic magic.

Both the ranger and druid concept, I feel, might be better served by having a companion who is from the local area join the covenant, as opposed to already knowing any of the magi and having come from Fengheld or Durenmar. One problem to consider here, however, is the presence of the Knights of the Sword, who have curtailed pagan activity in this area. You might confer with Yair to see what options are viable, but if the druid is preserving the ancient ways, he likely has been in hiding, and that may very well be why he seeks asylum with the covenant. Also, if he has any connection to the old druids of House Diedne, that could prove interesting (albeit dangerous) in the long run.
 
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Character Synopisis - UPDATED

I want to try to clear up any confusion on the nature of the various types of characters that Ars Magica utilizes.

Companions (2 of 4 (i.e. 1 per player)):
These are primary characters played exclusively by their player (or the storyguide, when necessary).

Volkmar (militant tactician with supernatural gifts)
Hakon (militant woodsman)
x (Strahd, Trobadour)
x (Olive)



Active Grogs & Covenfolk (4 of 8):
These are the "adventuring" grogs for which a complete character sheet is necessary. These characters can be played by any player. Note: There is currently only 1 militant grog.. I think Yair is allotting us a total of 3.

Heinrich the Swordsman
Old Magd the Wise Woman
Mattius the Gardner
Baldermar the Thief
(militant grog; proposed archer)
(militant grog; proposed swordsman)
(proposed shapeshifter)
x



Specialists (30 pts. of 30)
These are non-adventuring grogs who provide essential services to the covenant, but do not require a full character sheet. They are purchased with covenant Build points. These, too, can be played by any player.

Hans the Carpenter (Carpenter 10)
Gottfried the Scribe (Scribe 7, Bookmaking 5, Magic Theory 1)
Aldrich the Handyman (Handyman 8)
Rodolf the Chef (Cook 5, Steward 2)



When contemplating characters (especially grogs and covenfolk), keep in mind whether the character is a character you expect will come into play considerably, and likely accompany magi on adventures, or if it is just a person fulfilling a need at the covenant. If the former, it will have to fill one of the remaining Grog slots... if the later, it would have to be a specialist (which have all points accounted for, but there is some room for alteration). Also, Yair mentioned we may need maids and such, but I can't see creating full grogs to fulfill this role. Unless we want to reduce some points in the existing specialists to accomodate a maid or two, I think we can just seek locals to bring on in-game.
 
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Lab Texts

Here I will post the list of lab texts I am working on...please provide any comments or suggestions.

My current selection is heavy on wards and utilitarian spells useful in the forest environment (Herbam & Animal), as well as a few typical Vim spells. I included "Shiver of the Lycanthrope" bassed on common legends and stories for this area. Finally, I tried to have at least one spell from every Form.

ANIMAL

Shiver of the Lycanthrope (InAn 10)
Ward Against the Beasts of Legend (ReAn 20)
Circle of Beast Warding (ReAn 5)

AQUAM

Ward Against Faeiries of the Water (ReAq 15)

AURAM

Ward Against Faeries of the Air (ReAu 15)

CORPUS

Purification of the Festering Wounds (CrCo 20)

HERBAM

Intuition of the Forest (InHe 10)
Ward Against Faeries of the Wood (ReHe 15)

IGNEM

Heat of the Searing Forge (CrIg 10)

IMAGINEM

Invisibility of the Standing Wizard (PeIm 15)

MENTEM

Ring of Warding Against Spirits (ReMe 15)

TERRAM

Rusted Decay of Ten Score Years (PeTe 10)

VIM

The Invisible Eye Revealed (InVi 15)
Scales of the Magical Weight (InVi 5)
Sense the Nature of Vis (InVi 5)
Aegis of the Hearth (ReVi 15)
 
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I'm fine with the spell choices in general, they are definitely appropriate for our location and situation, which I belive the magus at Fengheld would have thought of when they stocked our library.

For future reference, the spells Titus would eventually like to learn are (from ArM4e, sorry I don't have 5e yet):

Conjuring the Mystical Tower (CreTer 35)
Greeting the Maker (IntTer 40)
Statue to Animal (MutTer 25)
The Earth Split Asunder (RegTer 30)

Also, he wants to research an improved version of Stone Tell of the Mind that Sits (IntTerr 30, which he already knows). This would allow him to converse and gather more information from statues or other human figures carved in stone. In addition, he may eventually want to create an improved version of Statue to Animal (MutTer 25)
that would allow him to animate certain human statues, but of course not truly bring them to life.

I realize that these are all beyond the current level of our texts, but I just wanted to let you know what I'm interested in for future reference.

Now, someone better start learning that Ward against the beast of legend! :uhoh:
 

Another character to consider as someone for Gorgamesh to pair up with would be Mattihus. As an older character he's seen a lot and isn't likely to be repulsed by his appearance. Plus, as a gossip he's going to want to get and give information from everyone, even a man of few words like Gorgamesh.
 

Nzld said:
Just some thoughts you might take under consideration... the two existing companions (Volkmar and Hakon) are both combat-oriented characters, and both are lacking in social ability... Volkmar because of his deformities and wardrobe style, and Hakon because of his nationality and cultural differences. Therefore, neither are ideal for assisting magi in dealing with mundanes in typical social settings. Though some of the grogs have social skills that can be used in this regard, you might consider a companion created along those lines.

Note, this area is a Danish possession during this time period. I am not sure how much Danish culture or people are in the area... my assumption is there should be some Danish representation at certain levels, though of course it would probably be primarily German or Slavic in culture. In general you're correct and Hakon is not going to be as good at dealing with people as others, but in certain instances he may provide a lot of assistance. He has his reasons for wanting to be aware of what is going on in the area, but also staying in the background and not being noticed. Also, he should primarily be viewed as a woodsman, though he does have combat capability and will certainly be ready to fight if there is a big battle (he does own gear such as chainmail, a helm, shield and longsword but these are usually kept hidden away in this personal effects.)

He would have been picked up in a nearby village to help with clearing land and building, but he hasn't been in the area long enough to really know much about it. Learning the area is his "mission".

Just a little more background on the character....
 

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