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An online Ars Magica session


Adrian

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I just have writen a mail to CJ suggesting to him to turn down the level of his adventures if he every introduce other new blood to Ars Magica as the Adventure we face right now looks to me more like something he should throw at his players after 1 year or so in a campaign that was run each weekend for a vew hours. At last I can't see how he ever can increase the threat level we have now.

Maybe this Adventure was even writen with his curent other group in mind.

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I'll reply when get home. I'm running two other sagas right now at the table: one is 54 years in and features a player character Primus of House Flambeau (they redirected the Fourth crusade preventing the Sack of Constantinople and rehomed the Cathars in the Balearics preventing the Albigensian Crusade) and one has magi just two years out of Gauntlet in the Provence Tribunal. Every saga differs greatly in tone but I'll explain what up to when get home. :)

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I like the "threat level", in fact - I think it's nice that we have lots of obstacles that are insurmountable in the sense that we cannot "win" them but rather have to work around or with them. But this is, of course, a matter of opinion.

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Essentially though what I'm up to is this: I started out with the tension between you chaps having a high fantasy floating city covenant and my plan to tell a story about England in the 13th century first. By introducing you to the dangerous politics of Stonehenge first I hoped you would have more scope to plan and make allies and enemies -- all the covenants have plots secrets and mysteries, and as Stonehenge is in anarchy as far as the Order is concerned with Tribunals not having occurred for years I hoped to run a story about young outsiders thrown in to dramatic and dangerous events. That is very much my style -- and yes can be lethal, but so far the threat level has been quite low!

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I think Schwarzbart is simply saying (which if he says I somewhat agree) that this is a bit much for the very first scenario for starting characters (as in just simple scope) and (my opinion) with mostly new players. I find it very story worthy, but my character really wants to get away from here. Mainly as she believes she has little to no chance to win against these odds.

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Yes I can understand that. However you have that option: you can fly back to the City of Jade and Ivory (that I have been designing and should post more on soon). After all Ramon can find it! Now you are magi you can return home and make labs. You know enough about the Stonehenge Tribunal now to make plans and interact if you wish to after all! And if you want to get involved in Edith's family secret you can: if not you can just wait till the city floats over the next hermetic tribunal region. Your choices drive the story on...

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I have a question, is it possible to create pedro vim shield around the island (most likely a ritual or something else). Then using a creo vis ritual create a opening to twilight then with this, and considering we have gained control over the island. Drive the island through the portal. Drive in twilight for a bit protected by said pedro vim shield. Using the creo vis again or a pedro vis to make a opening to our world and drive out to a new location.

 

High leveled stuff right there and costly at that.

 

It'll be a dark day for our covenant when class decides to leave (remember we are close to becoming a winter covenant).

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Class plan is curent to stand trough this as long as he still can bear it but he is close to the point of snaping and leave everything and everyone behind.

Beside that he fear that we stay away to long from the City of Ivory and Jade to ever find the way back.

Ramon is at the point he absolut need to get his name cleared from what just happened with the Questor and so he have to go trough this. Beside that he have to keep a eye on Silas till he is back at the covenant.

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Technically no as that wouldn't have the desired affect. The portal is a rip between our plane and either the plane of twilight or the plane of magic. Sending someone to twilight wouldn't have the desired effect as you don't have control over that. The idea behind this is to move great distances without being molested by hostile maguses.

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Class plan is curent to stand trough this as long as he still can bear it but he is close to the point of snaping and leave everything and everyone behind.

 

Ramon is at the point he absolut need to get his name cleared from what just happened with the Questor and so he have to go trough this. Beside that he have to keep a eye on Silas.

When both decide to leave, don't forget to make your grog and play as that :lol:

 

The portal is a rip between our plane and either the plane of twilight or the plane of magic.

We can ask the fairy to let us hide in their realm maybe?

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Then use the Magic Regios, Elemental Regios and what else there is but not the Twilight as once you enter this with your body I doubt there is any way back and our Cryamon wouldn't leave it at all except over theyr dead bodys. (Beside the effect on Bjornaer is probably also very final)

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My faerie character doesn't know he's a faerie thus is why you shouldn't meta-game.

I don't really know much about fairy so I can't meta-game. I was thinking of Jonaquil of Merenita to get us there or something, but there's probably better solutions.

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(I should mention Calpurnia and my other character are against this. This is mainly me being a insane little Criamon in mind.)

 

Theoretically the Twilight plane is a magical plane as the most common way of entering is to misuse magic. As such a powerful enough pedro vim spell should cause a huge area of non magical space filled with nothing thus causing a worm hole/portal to the material/our realm.

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The City of Ivory & Jade is (Baruch learned in his apprenticeship) moving at 60 miles per 24 hours, in a seemingly random pattern, with no relation to windspeed or direction. As such it is currently within 240 miles of where you left it.

 

And yes Twilight is theoretically part of, or somehow associated the Magic Realm -- but very few magi, even in legend, have explored the Magic Realm or know the hidden ways there. It is widely rumoured that Harco, domus magna of House Mercere knows some gates to the Magic Realm, but if so only Gifted Mercere are ever likely to be taught them. There are currently 15 Gifted Mercere in the Order of Hermes - as it happens one of them is with you :)

 

cj x

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Code of Hermes and Order of Hermes Lore are different abilities.

 

A Hermetic Crime must be

 

1. A breach of the Code, which you all swore to (or a breach of the local Peripheral Code that applies in this Tribunal)

2. Committed by a magus, or at their instigation

3. Be known by others and reported to the Tribunal via the Quaesitors with someone willing to bring the charge. No accuser, no crime.

4. Be then declared by Redcap to the offender 30 days before the Tribunal (or be brought before a special Quaesitorial tribunal composed of 7 I believe Queasitors)

5. Be found to be a crime and the guilty verdict passed by a majority of votes at a legally constituted Tribunal.

 

As such any charges against you can not be legally be brought until 1221, 7 years from now, at the next Tribunal, and then it comes down to how people vote if you are guilty or not - if you are actually guilty of the crime is fairly irrelevant, though many magi vote with their conscience.

 

You may be slain in the ACT of committing a High Hermetic Crime - but only while actually performing it, not 2 minutes afterwards!

 

cj x

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