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Theandric Saga [Recruiting Thread]
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<blockquote data-quote="Yair" data-source="post: 2574102" data-attributes="member: 10913"><p><strong>Character Generation Guidelines</strong></p><p></p><p><strong>Character Generation in the [smallcaps]Theandric Saga[/smallcaps]</strong></p><p>Follow all the rules for character generation in the core <strong>Ars Magica 5th Edition</strong> rules. There are three more points to consider in the [smallcaps]Theandric Saga[/smallcaps]: Gilds, Tempers, and Status.</p><p></p><p><strong>Gilds</strong></p><p>Every magus character should choose one Gild to belong to. A gild is much like a political party, it holds no formal weight or authority in Hermetic law but can have a lot of political weight and social implications. The following gilds are available to choose from:</p><ul> <li data-xf-list-type="ul"><strong>Apple</strong> A young but growing gild, prominent amongst Jerbiton magi and led by the covenant of <em>Ocularum</em> that resides in the trade city Lubeck. The Apple gild seeks to see magi integrated into mundane society, and as accepted and respected members of society. Its members often admire mundane art, scholarship, or God. Apple magi tend to condone interference with mundanes as long it is respectful of them, and support lenient interpretations of the Code in that respect. They condemn and oppose taking harsh measures against mundanes and the Church in particular. Many of its members interact with mundane society as merchants, scholars, or de facto nobles.</li> <li data-xf-list-type="ul"><strong>Ash</strong> A small but exclusive gild, led by Philipus Niger scholae Flambeau of Durenmar, and including quite a few Flambeau and Tytalus magi. Ostensibly the gild promotes the idea that magi are superior to other mundanes and beings, and should be treated accordingly. In practice, they condone violations of the Code and promote lenient interpretations of it, especially condoning the use of force. They oppose any attempt to limit the power of magi or force temperance or patience. But above all, they concern themselves with hunting down and rooting out enemies of the Order. A few of its members are pagans, and are suspected of subtantially (and illegally) supporing pagan religion.</li> <li data-xf-list-type="ul"><strong>Elder</strong> Effectively led by Handri, the Primus of Merinitia, this gild is almost synonymous with Merinitia magi. It promotes respect for faeries, from both mundanes and magi. It tends to support paganism, and often violently opposes Church and mundane encroachment. It opposes attempts to reconcile Hermetic and mundane society as misguided, efforts of reconciliation with the Church as dangerous, and actions that impinge on faeries and faerie auras as almost sacrilegious. Most of its members are pagans, although some merely see the faeries as sources of enlightment rather than gods.</li> <li data-xf-list-type="ul"><strong>Hawthorn</strong> Led by the infamous Urgen, former Primus of Bjornaer, this is a small but loud gild. It maintains that the answers to today's problems lie in the primeval magical powers that lie at the heart of the great forests of Germany, in its animal spirits, in the inherent and ancient magic of the land. The gild vehemently opposes mundane and Church encroachment, and even extends this treatment to Faerie which it sees as a pollution of the purely magical. Its members tend to support actions that prevent mundane or Church encroachment, lenient interpretations of the Code, and respect antiquety and old age. They condemn contact with mundanes, respect for faeries, and above all defilement or depletion of magical places. Hawthorn magi have been known to devestate entire settlements and overturn Faerie auras.</li> <li data-xf-list-type="ul"><strong>Linden</strong> A powerful gild led by Occultes scholae Bonisagus of Durenmar. Linden magi promote the secrecy of the Order, stealth, and subterfuge. They abhor violent, flashy solutions whether in mundane or arcane matters, and encourage peaceful resolution of conflicts. Many of them are noncombatants, and relatively many are eremite (“lonely”) magi. Many of them denounce the worldliness of the Order, and espouse a more secluded and esoteric existence.</li> <li data-xf-list-type="ul"><strong>Oak</strong> By far the largest gild, led by Murion scholae Bonisagus of Durenmar and supported by Stentorius scholae Tremere of Fenghled, it also has the most vague agenda. Ostensibly it strives to uncover ancient primeval secrets, maintain Hermetic law and order, and protect the wilderness, magi, and the Order. In practice it forms a large mass of undecided votes on nearly every issue, which even its leaders find hard to control. Oak votes tend to support caution, investigation, and deferment; they tend to oppose new and untraditional ideas, tribunal-wide decisions and obligations, and anything that may be even slightly dangerous to the Order. Many of its magi simply follow their leader’s vote, trusting in his or her judgment. </li> </ul><p></p><p>You may choose to be more closely affiliated with your gild. This means the gild's masters have provided you with personal training, and in return you are expected to show loyalty and adherence to the gild. In game terms, you may take the following virtue:</p><p><strong>Gild Trained</strong>, Minor Hermetic Virtue</p><p>You have been trained by your gild's masters for several seasons, usually at a late stage of your apprenticeship. As a result, you have 30 more experience points in character creation to spend on Order of Hermes Lore, Intrigue, or Durenmar Lore (or, rarely, some other covenant), plus 60 more points to spend on General and Arcane Abilties, Arts, or Spells (one spell level per point).</p><p>You may only choose one gild, and your learning must be appropriate to it.</p><p></p><p><strong>Tempers</strong></p><p>Although you may choose any Personality Trait that you want in Ars Magica 5th Edition, I ask that you assign each personality trait to a Temper. There are seven tempers, each corresponding to a virtue and one of the seven deadly sins; positive personality traits relate to the virtue, negative ones relate to the sin. Tempers exist mainly to aid you in obtaining a more medieval mindset when roleplaying your character, and like normal personality traits they usually do not affect your character mechanically.</p><p>Nevertheless, rarely (about once per adventure) I will ask you to make a Temper check. In this case choose and roll the most fitting personality trait in that Temper; if you have assigned no personality trait to this Temper, it is considered zero. If you think no personality trait that you have in the Temper applies, I may approve a zero regardless of your other personality traits in the Temper. If you have a positive personality trait in the temper, you may automatically succeed the test; if you have a negative one, you may automatically fail it (yes, if you have both you may do either). Otherwise, roleplay success or failure at the check appropriately.</p><p>The seven Tempers, and example personality traits for each, are as follows:</p><ul> <li data-xf-list-type="ul"><strong>Loyal</strong> (Faith/Pride): Loyalty applies in situations where the character is called to follow orders or aid another who has just reason to expect his aid. It governs fidelity and faithfulness, but is most appropriate when a character is called upon to fulfill an obligation to one who is worthy. It stems from Faith, the theological virtue that describes devotion to God and belief in His plan. In contrast, a proud man considers himself better than others, perhaps even than God, and tends to forsake such obligations thinking he knows better. This is the cardinal sin of Pride, which signifies that he is more confidant in his own abilities than in divine will. Many magi fall to this vice.<br /> Positive Specialties: Dedicated, Faithful, Humble, Reliable, Trusting<br /> Negative Specialties: Arrogant, Haughty, Proud, Rebellious, Vain</li> <li data-xf-list-type="ul"><strong>Tolerant</strong> (Hope/Wrath): Tolerance applies in situations where the character is called on to show understanding, belief in others, and overcoming violence and hate. A tolerant character promotes discussion, encourages debate, and seeks a common ground. It stems from Hope, the theological virtue that represents the confidence that God will do right and will watch and provide for those who follow him. In contrast, an intolerant man shows violence, hate, and anger. This is the cardinal sin of Wrath, which is a violent reaction to adversity that is based in fear or despair. The wrathful man does not have confidence that God will deliver him from the source of his misery, and is thus tempted to act violently to do so himself.<br /> Positive Specialties: Cheerful, Hopeful, Gentle, Patient, Peaceful<br /> Negative Specialties: Angry, Desperate, Spiteful, Vengeful, Violent</li> <li data-xf-list-type="ul"><strong>Kind</strong> (Charity/Envy): Kindness applies in situations where the character is called on to help others through hardship, make them more comfortable, and otherwise do good to others. A kind character is filled with love and feeling for his fellow man, sees to the needy, looks after strangers, and cares for the sick. It stems from Charisty, the theological virtue of doing God's work by giving as much of oneself as possible. In contrast, an unking person desires to hurt or punish others for their forture. His acts are cruel and hurtful, designed to hurt others more than to help himself. This is the capital vice of Envy, which is a person's jealous desire to lower those he considers more fortunate than himself.<br /> Positive Specialties: Charitable, Compassionate, Forgiving, Merciful, Nice<br /> Negative Specialties: Crul, Envious, Gruff, Jealous, Meddlesome</li> <li data-xf-list-type="ul"><strong>Brave</strong> (Courage/Sloth): Bravery applies in situations where the characters is called on to hold his ground, maintain his position in the face of adversity. A brave character persists and pursues what he thinks is right no matter what the risk, and is not easily swayed by fear or fatigue. He might undergo a dangeours adventure, work hard and long on an important task, or toil tirelessly to feed his family. It stems from Courage, the cardinal virtue that signifies the characger finds the heart to strive for better and greater things. In contrast, a lazy character does not do what she seeks to do due to fear of failure or consequences, or lack of willpower to overcome difficulties (however trivial). This is the capital vice of Sloth, which like wrath originates in fear but concerns a cowardly reaction to it.<br /> Positive Specialties: Bold, Couragous, Determined, Ready, Zealous<br /> Negative Specialties: Cowardly, Cynical, Indecisive, Lazy, Shy</li> <li data-xf-list-type="ul"><strong>Wise</strong> (Prudence/Lust): Wisdom is called upon in situations where the character should think tihngs over, and see past wishful thinking and presupposition. A wise man knows right from wrong, and his reason triumphs over his base desires. He conducts his way to ward off temptation, folly, and limit exposure to his weaknesses. It stems from Prudence, the cardinal virtue that signifies the character is practical and chaste, mindful of the consequences of his actions more than the fulfillment of fleeting impulses. In contrast, a foolish man succumbs to his physical desires in reckles abandon, and throws caution to the wind. He lets his reason be clouded by his imagaination, and pursues fake mirages with little if any truth to them. This is the cardinal vice of Lust, which is giving in to one's desire with no caution or thought. It can indicate a love of carnal pleasures, but also for some fantasy, being unable to treat people and things as they truly are.<br /> Positive Specialties: Careful, Cautios, Chaste, Practical, Prudent<br /> Negative Specialties: Fanatical, Lustful, Naive, Overcofident, Reckless</li> <li data-xf-list-type="ul"><strong>Strong</strong> (Temperance/Gluttony): Strength of will is called upon in situations where the character must overcome his wants and do without. A strong man has self control, and is thus better able to resist temptation. It stems from the cardinal virtue of Temperance, which is moderation and restraint. In contrast, a gluttnous man cannot be satisfied. He constantly craves more riches, finer living, more powre, greater luxury, or so on. This is the cardinal vice of Gluttony, which is overinulgence. A glutton is an addict.<br /> Positive Specialties: Content, Cautious, Chaste, Practical, Prudent<br /> Negative Specialties: Gluttonous, Induelgent, Selfish, Weak</li> <li data-xf-list-type="ul"><strong>Just</strong> (Justive/Avarice): Just applies in situations involving fairness, and the character's decision to do what is right despite of his own wants. Just characters give others their due, and don't try to deprive them of what they are entiteled to. It stems from the cardinal virtue of Justice, which is a recognition of truth and honor for everyone. In contrast, an unjust man seeks to acquire things regardless of codes of conduct, stealing and cheating to gain them. This is the capital vice of Avarice, a desire for more than one's share.<br /> Positive Specialties: Even-handed, Fair, Honest, Honorable, Straightforward<br /> Negative Specialties: Ambitious, Cunning, Devious, Greedy, Manipulative</li> </ul><p></p><p><strong>Status</strong></p><p>In the core book, any magus past apprenticeship is equal in status to every other. Not so in the Rhine Tribunal. As magi fresh out of gauntlet, you are Journeyman magi. Your status is eclipsed by Masters, and ultimately Archamagi.</p><p>Essentially, you should be respectful to your superiors of a higher rank. In any dispute between you and a higher ranked magus, the higher magus can invoke his status just as if he had won Certamen. You may not challenge a higher-statue magus to certamen. </p><p>In addition, higher status magi gain more votes (legally, they vote with the sigils of missing magi, on their behalf; the fact that these magi haven't been seen in generations is mute). A master has two votes, and an archmagus three. (Powerful magi often vote in the name of great magi of the past too, as a sign of status; the Prima of Bonisagus votes with Bonisagus's own sigil, for example.)</p></blockquote><p></p>
[QUOTE="Yair, post: 2574102, member: 10913"] [b]Character Generation Guidelines[/b] [B]Character Generation in the [smallcaps]Theandric Saga[/smallcaps][/B] Follow all the rules for character generation in the core [b]Ars Magica 5th Edition[/b] rules. There are three more points to consider in the [smallcaps]Theandric Saga[/smallcaps]: Gilds, Tempers, and Status. [B]Gilds[/B] Every magus character should choose one Gild to belong to. A gild is much like a political party, it holds no formal weight or authority in Hermetic law but can have a lot of political weight and social implications. The following gilds are available to choose from: [list] [*][b]Apple[/b] A young but growing gild, prominent amongst Jerbiton magi and led by the covenant of [i]Ocularum[/i] that resides in the trade city Lubeck. The Apple gild seeks to see magi integrated into mundane society, and as accepted and respected members of society. Its members often admire mundane art, scholarship, or God. Apple magi tend to condone interference with mundanes as long it is respectful of them, and support lenient interpretations of the Code in that respect. They condemn and oppose taking harsh measures against mundanes and the Church in particular. Many of its members interact with mundane society as merchants, scholars, or de facto nobles. [*][b]Ash[/b] A small but exclusive gild, led by Philipus Niger scholae Flambeau of Durenmar, and including quite a few Flambeau and Tytalus magi. Ostensibly the gild promotes the idea that magi are superior to other mundanes and beings, and should be treated accordingly. In practice, they condone violations of the Code and promote lenient interpretations of it, especially condoning the use of force. They oppose any attempt to limit the power of magi or force temperance or patience. But above all, they concern themselves with hunting down and rooting out enemies of the Order. A few of its members are pagans, and are suspected of subtantially (and illegally) supporing pagan religion. [*][b]Elder[/b] Effectively led by Handri, the Primus of Merinitia, this gild is almost synonymous with Merinitia magi. It promotes respect for faeries, from both mundanes and magi. It tends to support paganism, and often violently opposes Church and mundane encroachment. It opposes attempts to reconcile Hermetic and mundane society as misguided, efforts of reconciliation with the Church as dangerous, and actions that impinge on faeries and faerie auras as almost sacrilegious. Most of its members are pagans, although some merely see the faeries as sources of enlightment rather than gods. [*][b]Hawthorn[/b] Led by the infamous Urgen, former Primus of Bjornaer, this is a small but loud gild. It maintains that the answers to today's problems lie in the primeval magical powers that lie at the heart of the great forests of Germany, in its animal spirits, in the inherent and ancient magic of the land. The gild vehemently opposes mundane and Church encroachment, and even extends this treatment to Faerie which it sees as a pollution of the purely magical. Its members tend to support actions that prevent mundane or Church encroachment, lenient interpretations of the Code, and respect antiquety and old age. They condemn contact with mundanes, respect for faeries, and above all defilement or depletion of magical places. Hawthorn magi have been known to devestate entire settlements and overturn Faerie auras. [*][b]Linden[/b] A powerful gild led by Occultes scholae Bonisagus of Durenmar. Linden magi promote the secrecy of the Order, stealth, and subterfuge. They abhor violent, flashy solutions whether in mundane or arcane matters, and encourage peaceful resolution of conflicts. Many of them are noncombatants, and relatively many are eremite (“lonely”) magi. Many of them denounce the worldliness of the Order, and espouse a more secluded and esoteric existence. [*][b]Oak[/b] By far the largest gild, led by Murion scholae Bonisagus of Durenmar and supported by Stentorius scholae Tremere of Fenghled, it also has the most vague agenda. Ostensibly it strives to uncover ancient primeval secrets, maintain Hermetic law and order, and protect the wilderness, magi, and the Order. In practice it forms a large mass of undecided votes on nearly every issue, which even its leaders find hard to control. Oak votes tend to support caution, investigation, and deferment; they tend to oppose new and untraditional ideas, tribunal-wide decisions and obligations, and anything that may be even slightly dangerous to the Order. Many of its magi simply follow their leader’s vote, trusting in his or her judgment. [/list] You may choose to be more closely affiliated with your gild. This means the gild's masters have provided you with personal training, and in return you are expected to show loyalty and adherence to the gild. In game terms, you may take the following virtue: [b]Gild Trained[/b], Minor Hermetic Virtue You have been trained by your gild's masters for several seasons, usually at a late stage of your apprenticeship. As a result, you have 30 more experience points in character creation to spend on Order of Hermes Lore, Intrigue, or Durenmar Lore (or, rarely, some other covenant), plus 60 more points to spend on General and Arcane Abilties, Arts, or Spells (one spell level per point). You may only choose one gild, and your learning must be appropriate to it. [b]Tempers[/b] Although you may choose any Personality Trait that you want in Ars Magica 5th Edition, I ask that you assign each personality trait to a Temper. There are seven tempers, each corresponding to a virtue and one of the seven deadly sins; positive personality traits relate to the virtue, negative ones relate to the sin. Tempers exist mainly to aid you in obtaining a more medieval mindset when roleplaying your character, and like normal personality traits they usually do not affect your character mechanically. Nevertheless, rarely (about once per adventure) I will ask you to make a Temper check. In this case choose and roll the most fitting personality trait in that Temper; if you have assigned no personality trait to this Temper, it is considered zero. If you think no personality trait that you have in the Temper applies, I may approve a zero regardless of your other personality traits in the Temper. If you have a positive personality trait in the temper, you may automatically succeed the test; if you have a negative one, you may automatically fail it (yes, if you have both you may do either). Otherwise, roleplay success or failure at the check appropriately. The seven Tempers, and example personality traits for each, are as follows: [list] [*][b]Loyal[/b] (Faith/Pride): Loyalty applies in situations where the character is called to follow orders or aid another who has just reason to expect his aid. It governs fidelity and faithfulness, but is most appropriate when a character is called upon to fulfill an obligation to one who is worthy. It stems from Faith, the theological virtue that describes devotion to God and belief in His plan. In contrast, a proud man considers himself better than others, perhaps even than God, and tends to forsake such obligations thinking he knows better. This is the cardinal sin of Pride, which signifies that he is more confidant in his own abilities than in divine will. Many magi fall to this vice. Positive Specialties: Dedicated, Faithful, Humble, Reliable, Trusting Negative Specialties: Arrogant, Haughty, Proud, Rebellious, Vain [*][b]Tolerant[/b] (Hope/Wrath): Tolerance applies in situations where the character is called on to show understanding, belief in others, and overcoming violence and hate. A tolerant character promotes discussion, encourages debate, and seeks a common ground. It stems from Hope, the theological virtue that represents the confidence that God will do right and will watch and provide for those who follow him. In contrast, an intolerant man shows violence, hate, and anger. This is the cardinal sin of Wrath, which is a violent reaction to adversity that is based in fear or despair. The wrathful man does not have confidence that God will deliver him from the source of his misery, and is thus tempted to act violently to do so himself. Positive Specialties: Cheerful, Hopeful, Gentle, Patient, Peaceful Negative Specialties: Angry, Desperate, Spiteful, Vengeful, Violent [*][b]Kind[/b] (Charity/Envy): Kindness applies in situations where the character is called on to help others through hardship, make them more comfortable, and otherwise do good to others. A kind character is filled with love and feeling for his fellow man, sees to the needy, looks after strangers, and cares for the sick. It stems from Charisty, the theological virtue of doing God's work by giving as much of oneself as possible. In contrast, an unking person desires to hurt or punish others for their forture. His acts are cruel and hurtful, designed to hurt others more than to help himself. This is the capital vice of Envy, which is a person's jealous desire to lower those he considers more fortunate than himself. Positive Specialties: Charitable, Compassionate, Forgiving, Merciful, Nice Negative Specialties: Crul, Envious, Gruff, Jealous, Meddlesome [*][b]Brave[/b] (Courage/Sloth): Bravery applies in situations where the characters is called on to hold his ground, maintain his position in the face of adversity. A brave character persists and pursues what he thinks is right no matter what the risk, and is not easily swayed by fear or fatigue. He might undergo a dangeours adventure, work hard and long on an important task, or toil tirelessly to feed his family. It stems from Courage, the cardinal virtue that signifies the characger finds the heart to strive for better and greater things. In contrast, a lazy character does not do what she seeks to do due to fear of failure or consequences, or lack of willpower to overcome difficulties (however trivial). This is the capital vice of Sloth, which like wrath originates in fear but concerns a cowardly reaction to it. Positive Specialties: Bold, Couragous, Determined, Ready, Zealous Negative Specialties: Cowardly, Cynical, Indecisive, Lazy, Shy [*][b]Wise[/b] (Prudence/Lust): Wisdom is called upon in situations where the character should think tihngs over, and see past wishful thinking and presupposition. A wise man knows right from wrong, and his reason triumphs over his base desires. He conducts his way to ward off temptation, folly, and limit exposure to his weaknesses. It stems from Prudence, the cardinal virtue that signifies the character is practical and chaste, mindful of the consequences of his actions more than the fulfillment of fleeting impulses. In contrast, a foolish man succumbs to his physical desires in reckles abandon, and throws caution to the wind. He lets his reason be clouded by his imagaination, and pursues fake mirages with little if any truth to them. This is the cardinal vice of Lust, which is giving in to one's desire with no caution or thought. It can indicate a love of carnal pleasures, but also for some fantasy, being unable to treat people and things as they truly are. Positive Specialties: Careful, Cautios, Chaste, Practical, Prudent Negative Specialties: Fanatical, Lustful, Naive, Overcofident, Reckless [*][b]Strong[/b] (Temperance/Gluttony): Strength of will is called upon in situations where the character must overcome his wants and do without. A strong man has self control, and is thus better able to resist temptation. It stems from the cardinal virtue of Temperance, which is moderation and restraint. In contrast, a gluttnous man cannot be satisfied. He constantly craves more riches, finer living, more powre, greater luxury, or so on. This is the cardinal vice of Gluttony, which is overinulgence. A glutton is an addict. Positive Specialties: Content, Cautious, Chaste, Practical, Prudent Negative Specialties: Gluttonous, Induelgent, Selfish, Weak [*][b]Just[/b] (Justive/Avarice): Just applies in situations involving fairness, and the character's decision to do what is right despite of his own wants. Just characters give others their due, and don't try to deprive them of what they are entiteled to. It stems from the cardinal virtue of Justice, which is a recognition of truth and honor for everyone. In contrast, an unjust man seeks to acquire things regardless of codes of conduct, stealing and cheating to gain them. This is the capital vice of Avarice, a desire for more than one's share. Positive Specialties: Even-handed, Fair, Honest, Honorable, Straightforward Negative Specialties: Ambitious, Cunning, Devious, Greedy, Manipulative [/list] [b]Status[/b] In the core book, any magus past apprenticeship is equal in status to every other. Not so in the Rhine Tribunal. As magi fresh out of gauntlet, you are Journeyman magi. Your status is eclipsed by Masters, and ultimately Archamagi. Essentially, you should be respectful to your superiors of a higher rank. In any dispute between you and a higher ranked magus, the higher magus can invoke his status just as if he had won Certamen. You may not challenge a higher-statue magus to certamen. In addition, higher status magi gain more votes (legally, they vote with the sigils of missing magi, on their behalf; the fact that these magi haven't been seen in generations is mute). A master has two votes, and an archmagus three. (Powerful magi often vote in the name of great magi of the past too, as a sign of status; the Prima of Bonisagus votes with Bonisagus's own sigil, for example.) [/QUOTE]
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