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cj.23

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  1. Thinking of such things, as I recently mentioned my convention Grand Tribunal UK I really should mention there is a VERY professional and good looking Ars Magica fanzine, only available as a pdf download, but of first rate quality. A subscription or single issue deal is available, and i heartily recommend it -- Sub Rosa -- http://www.subrosamagazine.org/ Anyone subscribed yet? I am a fan cj x
  2. Oh and of course Jonathan then developed his card game, Magic the Gathering, which some of you may have heard of cj x
  3. Far more than that. Ars Magica was created by Jonathan Tweet and Mark Rhein*Hagen, with the Nephews (who are now Atlas Games ) and the lady from Paizo Publishing. I'm not sure on the exact history, but I think in the 80's they all lived in the same house as postgrad students or after college. They formed a company Lion Rampart, who published Ars Magica, and then later an rpg magazine called White Wolf which I still have copies of. Later Rhein*Hagen creates Vampire, and the World of Darkness and they decide to publish it as a White Wolf Game. The other take Lion Rampart and keep producing Ars, but nominally they are set in the same universe, so stuff from Ars Magica forms the back history for the World of Darkness. (So Ars Magica was effectively the precursor to the WoD). After the success of Vampire they bring out a Third Edition of Ars Magica published by White Wolf. It's more overtly Gothic elements and tie in with WoD are not as popular as hoped, and the two gaming communities remain separate - and Ars uses a different mechanic after all to the rest of the WoD in terms of dice. So White Wolf decide to concentrate on WoD, and John and Michelle Nephew take on Ars Magica as Atlas Games, and have produced two more editions over the last 20+ years, ironically it seems outlasting White Wolf, though I am not sure exactly what the deal is with WW now. This could be wrong, but it is the impression I get. So Paizo, WoD and Ars Magica (and Magic The Gathering - see below) all go back to one group in the mid to late 1980's who have really changed gaming. cj x
  4. OK, I have created a new thread for the Covenant stats to make updating it and finding it easier. It is here. http://academagia.invisionzone.com/index.php?showtopic=2529
  5. OK, I have created a new thread for the Covenant stats to make updating it and finding it easier. It is here. http://academagia.invisionzone.com/index.php?showtopic=2529
  6. While we try to get interest up in the hope of another future Ars Kickstarter and the computer game, we are playing Ars Magica from the forum. The following is the player character's home, a marvellous flying city, in Ars Magica terms. I'll be updating it as we go. City of Ivory & Jade Winter Covenant, Medium Power. 1750 Build Points AURA (Magic) 4: Covers the entire city, making everything seem more real, brighter and more vivid than "normal" world. LONGEVITY MODIFIERS Magi: 1 Mundanes: 0 PREVAILING LOYALTY +2 WEAPONS & ARMOUR Weapon×27 (Standard); Points: 108 Ballista×4; Points: 64 Full Armor×9 (Standard); Points: 144 Shield×9 (Standard); Points: 36 WEALTH Money Reserve: 300 Total Income: 250 Expenditures (Before Cost Savings): 191 Cost Savings: -21 Total Expenditures: 170 Points of Inhabitants: 157 Points of Laboratories: 130 Points of Weapons and Armor: 352 Weapon and Armor Points: 352 Sources of Income Agriculture (Greater), . Yearly Expenditures Buildings: 21 Inhabitants: 16 Major Fortifications: 5 Consumables: 31 Inflation: 0 Laboratories: 13 Provisions: 79 Tithes: 0 Wages: 31 Weapons and Armor: 2 Writing Materials: 14 Magi: 13 Other Book Specialists: 1 Cost Savings Buildings: -5 Stonemason: Masonry 9 Consumables: -4 Candlemaker: Chandlery 6 Laboratories: -9 Glass-blower: Glassworking 7, Toolmaker: Toolmaker 6, Metalworker: Metalsmith 8 Weapons and Armor: 0 Writing Materials: -3 Bookbinder: Bookbinding 5 Provisions: 0 BOONS Fantastic Environment Major Magical Fortress Major Aura +1 Minor Vast Aura Minor Hidden Resources Minor Local Languages Minor HOOKS Constantly Mobile Major City Major Pagans Major Crumbling Minor Totals Boons: 10, Hooks: 10 THE LIBRARY Summa on Arts (all in Latin) Who Percieves? 31 Type: Summa; Quality: 14; Level: 17; Topic: Intellego; Language: Latin; Author: Trianoma Ex Bonisagi The Breath of God 31 Type: Summa; Quality: 11; Level: 20; Topic: Auram; Language: Latin; Author: Diocletian of Rhodes The Waters of the Earth 31 Type: Summa; Quality: 16; Level: 15; Topic: Aquam; Language: Latin; Author: Adam Carpentiere The Four Humours in Hermetic Theory 31 Type: Summa; Quality: 17; Level: 14; Topic: Corpus; Language: Latin; Author: Pseudo-Galen The Freezing Death 31 Type: Summa; Quality: 21; Level: 10; Topic: Ignem; Language: Latin; Author: Anonymous The Implications of Conciatta's Metamagica Made Manifest 26 Type: Summa; Quality: 11; Level: 15; Topic: Vim; Language: Latin; Author: Janus of Bonisagus Summa on Abilities in Latin The Cunning of the Fox 35 Type: Summa; Quality: 17; Level: 6; Topic: Bjornaer Lore; Language: Latin; Author: Lupus Albi The Forms in Theory & Practice 35 Type: Summa; Quality: 11; Level: 8; Topic: Magic Theory; Language: Latin; Author: Cyrus of Bonisagus The Gothic Language & House Bjornaer 16 Type: Summa; Quality: 7; Level: 3; Topic: Gothic; Language: Latin; Author: Pistrello Esposito Lest We Perish 35 Type: Summa; Quality: 14; Level: 7; Topic: Parma Magica; Language: Latin; Author: Lucius Delvander of Flambeau Piercing the Shield 38 Type: Summa; Quality: 11; Level: 9; Topic: Penetration; Language: Latin; Author: Lucius Delvander of Flambeau Rudiments of Grammar 39 Type: Summa; Quality: 15; Level: 8; Topic: Artes Liberales; Language: Latin; Author: Joia du Lua of Jerbiton The Winding Fool's Way; or the Dog Barketh Wisdom 35 Type: Summa; Quality: 11; Level: 8; Topic: House Criamon Lore; Language: Latin; Author: Goricious The Secrets of the City 19 Type: Summa; Quality: 10; Level: 3; Topic: Covenant Lore: City of Ivory & Jade; Language: Latin; Author: Cyrus of Bonisagus The Order in a Post Schism War World 28 Type: Summa; Quality: 10; Level: 6; Topic: Order of Hermes Lore; Language: Latin; Author: Bojan of Tremere Summa on Spell Mastery in Latin Ice of Drowning: A Single Spell Explicated 22 Type: Summa; Quality: 10; Level: 4; Topic: Ice of Drowning; Language: Latin; Author: Straffen of Criamon Multicasting Beast of Outlandish Size 35 Type: Summa; Quality: 20; Level: 5; Topic: Beast of Outlandish Size; Language: Latin; Author: Pistrello Esposito Summa on Abilities in Greek The Church in the West 20 Type: Summa; Quality: 11; Level: 3; Topic: Church Lore; Language: Greek; Author: Demetrius of Ephesus; Skilled Illuminator On the Glorious Saints 25 Type: Summa; Quality: 13; Level: 4; Topic: Dominion Lore; Language: Greek; Author: Demetrius of Ephesus; Skilled Illuminator Tractati on the Arts Mastering Magic 11 Type: Tractatus; Quality: 11; Topic: Vim; Language: Latin; Author: Goricious of Criamon; Skilled Scribe; Skilled Binder; Skilled Illuminator Teach Your Apprentice: Corpus 13 Type: Tractatus; Quality: 13; Topic: Corpus; Language: Latin; Author: Edward of Milton; Skilled Scribe; Skilled Binder Teach Your Apprentice: Rego 11 Type: Tractatus; Quality: 11; Topic: Rego; Language: Latin; Author: Edward of Milton Teach Your Aprentice: Mentem 11 Type: Tractatus; Quality: 11 Topic: Mentem; Language: Latin; Author: Edward of Milton; Skilled Scribe; Skilled Binder; Skilled Illuminator Vim: the Essence of Truth 9 Type: Tractatus; Quality: 9; Topic: Vim; Language: Latin; Author: Goricious of Criamon; Skilled Scribe; Skilled Binder; Skilled Illuminator Total 618 LAB TEXTS Animal The Beast Remade MuAn25 (ArM5 p.119) Circle of Beast Warding ReAn5 (ArM5 p.120) Commanding the Harnessed Beast ReAn30 (ArM5 p.120) Doublet of Impenetrable Silk MuAn15 (ArM5 p.118) The Gentle Beast ReAn25 (ArM5 p.120) Growth of the Creeping Things MuAn15 (ArM5 p.118) Hunter's Lethal Arrow PeAn40 (HoH:TL p.102 Tethered!) Opening the Tome of the Animal's Mind InAn25 (ArM5 p.118) The Wizard's Mount CrAn35 (ArM5 p.117) Aquam Breath of Winter ReAq15 (ArM5 p.124) Bridge of Frost ReAq30 (ArM5 p.124) Chaos of the Angry Waves ReAq30 (ArM5 p.124) Ice of Drowning ReAq35 (ArM5 p.124) Waves of Drowning and Smashing ReAq30 (ArM5 p. 124) Auram Breath of the Open Sky CrAu40 (ArM5 p.126) The Cloudless Sky Returned PeAu45 (ArM5 p.128) Eyes of the Bat InAu25 (ArM5 p.127) Pull of the Skybound Winds CrAu30 (ArM5 p.126) Quiet the Raging Winds PeAu20 (ArM5 p.128) Sailor's Foretaste of the Morrow InAu20 (ArM5 p.127) True Sight of the Air InAu15 (ArM5 p.127) Wings of the Soaring Wind CrAu30 (ArM5 p.126) Corpus Bind Wound CrCo10 (ArM5 p.129) The Chirurgeon's Healing Touch CrCo20 (ArM5 p.129) Disguise of the New Visage MuCo15 (ArM5 p.131) Gift of the Bear's Fortitude MuCo25 (ArM5 p.131) The Leap of Homecoming ReCo35 (ArM5 p.135) Rise of the Feathery Body ReCo10 (ArM5 p.134) Seven-League Stride ReCo30 (ArM5 p.135) The Tireless Flight ReCo20 (HoH:TL p.102 Mutantum!) Herbam Bridge of Wood CrHe20 (ArM5 p.135) Dance of the Staves ReHe5 (ArM5 p.138) Hunt for the Wild Herb InHe5 (ArM5 p.136) Rope of Bronze MuHe15 (ArM5 p.137) Wall of Thorns CrHe20 (ArM5 p.135) Ignem Flames of Sculpted Ice MuIg35 (ArM5 p.142) Gloom of Evening PeIg10 (ArM5 p.142) Soothe the Raging Flames PeIg20 (ArM5 p.142) Ward Against Heat and Flames ReIg25 (ArM5 p.143) Wizard's Eclipse PeIg35 (ArM5 p.142) Wizard's Icy Grip PeIg30 (ArM5 p.142) Imaginem Aura of Ennobled Presence MuIm10 (ArM5 p.145) Discern Own Illusions InIm15 (ArM5 p.145) Eyes of the Eagle InIm25 (ArM5 p.145) Image from the Wizard Torn ReIm30 ((ArM5 p.147) Summoning the Distant Image InIm25 (ArM5 p.145) Veil of Invisibility PeIm20 (ArM5 p.146) Mentem Aura of Inconsequence ReMe25 (HoH:TL p.73) Aura of Rightful Authority ReMe20 (ArM5 p.151) The Call to Slumber ReMe10 (ArM5 p.151) Loss of But a Moment's Memory PeMe15 (ArM5 p.151) Posing the Silent Question InMe20 (ArM5 p.149) Weight of a Thousand Hells CrMe25 (ArM5 p.148) Terram Conjuring the Mystic Tower CrTe35 (ArM5 p.153) Earth that Breaks No More MuTe20 (ArM5 p.154) The Unseen Porter ReTe10 (ArM5 p.156) Ward Against Faeries of the Mountain ReTe15 (ArM5 p.155) Vim Aegis of the Hearth ReVi25 (ArM5 p.161) Maintaining the Demanding Spell ReVi20 (ArM5 p.162) Mirror of Opposition (Auram) MuVi25 (ArM5 p.159) Scales of the Magical Weight InVi5 (ArM5 p. 158) Sense of the Lingering Magic InVi30 (ArM5 p. 158) Sight of the Active Magics InVi40 (ArM5 p.159) Watching Ward ReVi25 (ArM5 p.162) Wizard's Communion MuVi15 (ArM5 p.160) Wizard's Reach (Auram) MuVi30 (ArM5 p.160) VIS SOURCES Vis Sources Pawns The South Wind Blows Hot: Ignem 7 Physical Form: Tiny speck sof blood red sand. A pinch is a pawn of vis. ; Location: Covenant; Seasons: Summer The Ancient Vizier's Hat: Rego 7 Physical Form: The Viziers hat in the Temple becomes imbued with a certain golden dust. Properly collected, it is Rego vis. A pinch is a pawn.; Location: Covenant; Seasons: Summer The Golden Leaves: Muto 7 Physical Form: A certain tree has a strange property. When it's first leaves turn golden in the autum, they contain Muto vis if properly harvested.; Location: Covenant; Seasons: Autumn The Wind In the Portico: Imaginem 7 Physical Form: On certain days the wind in the portico of the Temple takes on an unusual sound, something between a cry, a laugh and a sigh. Bottled it can be used as Imaginem vis.; Location: Covenant; Seasons: Winter The North Wind Blows Cold: Perdo 7 Physical Form: snowflakes that never melt; Location: Covenant; Seasons: Winter The West Wind Blows Wet: Aquam 7 Physical Form: Tiny crystalised raindrops, which feel wet yet retain their shape.; Location: Covenant; Seasons: Spring The East Wind Blows Hard: Auram 7 Physical Form: Tiny air spirits, which must be caught in little leather bags and are relaeased to use.; Location: Covenant; Seasons: Autumn The Forbidden Fruits: Creo 7 Physical Form: The first pomegranites of each New Year; Location: Covenant; Seasons: Spring, Winter The Sacrificial Lamb: Corpus 7 Physical Form: A lamb is sacrified in a rite at the Temple. 7 pawns of vis are in its blood; Location: Covenant; Seasons: Spring The Dreaming City: Mentem 7 Physical Form: The dreams of the city crystalise around the spike atop the dome of the Temple; Location: Covenant; Seasons: Winter Total: Build Points: 385 VIS STOCKS Vis: Creo 30 Vis: Intellego 35 Vis: Muto 40 Vis: Perdo 7 Vis: Rego 75 Vis: Animal 20 Vis: Aquam 55 Vis: Auram 125 Vis: Corpus 45 Vis: Herbam 40 Vis: Ignem 15 Vis: Imaginem 25 Vis: Mentem 60 Vis: Terram 3 Vis: Vim 35 ENCHANTED ITEMS The Rowing Boat That Sails on the Wind 34 Creator: Cyrus of Bonisagus; Created: Summer 1197; Vis Capacity: 10; Effect Name: Sailing on the Winds; Effect Level: 34; Effect Details: R: Per, D: Sun, T: Ind, Frequency: 2/day, Trigger: Sun; Make a plant or thing made of plant products move with purpose and intelligence, without requiring your constant control; Arts: ReHe 30; Design: Base 10, +2 Sun, +2 ; Magical Servants: 2 Total: Build Points: 14 SPECIALISTS Elissa the Glass-blower (female): Year Born: 1178; Com: 1; Teaching: 3; Abilities: Illumination: 2; Ink-maker: 3; Jewelworking: 3; Lapidary: 3; Latin: 3; Leathercraft: 3; Glassworking: 7; Bazaar-Tongue 5. Eluf the Stonemason (male): Com: 1; Teaching: 5; Abilities: Architecture: 6; Artes Liberales: 1; Bargain: 3; Brawl: 6; Carouse: 5; Charm: 1; Chirurgy: 2; Covenant Lore: 3; Latin: 3; Leadership: 5; Sculpting: 4; Survival: 1; Toolmaker: 1; Woodworking: 5; Masonry: 9; Angelic 5 Chabrias the Turb Captain (male): Pre 3; Com: 3; Teaching: 4; Abilities: Bows: 5; Great Weapon: 5; Guile: 3; Hunt: 3; Intrigue: 4; Latin: 4; Single Weapon: 7; Survival: 4; Swordsmith: 2; Leadership: 8; Hyperborean 5. Bodil the Candlemaker (female): Year Born: 1184; Com: -2; Teaching: 3; Abilities: Animal Handling: 3; Bargain: 3; Brewer: 2; Concentration: 2; Farmer: 1; Lapidary: 1; Perfumery: 5; Sculpting: 3; Single Weapon: 2; Tinker: 1; Winemaking: 3; Chandlery: 6; Angelic 5. Eudokia the Autocrat (female): Pre 3; Year Born: 1177; Com: 3; Teaching: 1; Abilities: Artes Liberales: 4; Awareness: 4; Bargain: 5; Carouse: 3; Covenant Lore: 5; Folk Ken: 4; Greek: 4; Guile: 5; Latin: 5; Leadership: 5; Navigation: 2; Order of Hermes Lore: 4; Stealth: 3; Chamberlain: 6; Steward: 5; Hyperborean: 5 Eannakur the Toolmaker (male): Year Born: 1183; Com: -2; Teaching: 3; Abilities: Athletics: 3; Bargain: 4; Carpentry: 4; Metalsmith: 5; Woodworking: 4; Toolmaker: 6; Edenic: 5 Hjordis the Metalworker (female): Com: 2; Teaching: 4; Abilities: Blacksmith: 7; Brawl: 7; Carouse: 5; Charm: 3; Cooperage: 5; Folk Ken: 3; Swordsmith: 3; Woodworking: 5; Metalsmith: 8; Angelic: 5 Shulgin the Bookbinder (male): Year Born: 1188; Teaching: 3; Abilities: Animal Handling: 1; Calligraphy: 4; Concentration: 4; Covenant Lore: 1; Goldsmith: 1; Hideworking: 4; Illumination: 5; Ink-maker: 3; Latin: 5; Painter: 3; Edenic 5. Hamilcax the Percamenarius (male): 5; Scribe: 4; Silversmith: 2; Bookbinding: 5; Bazaar Tongue 5. Silas trained in the Tower of Emerald Joys. His parens Karvith Torin has his lab there too. Baruch has a lab in the Tower of Emerald Joys. His parens Octavianus has his lab there, but it is no secret the two don't get on. Calpurnia trained in the Tower of Flaming Passions. Goricious' lab was there. Makara trained in the Tower of Secret Philosophy Class trained in the Tower of Secret Philosophy under Pistrello Esposito, who has a lab there. Helpax trained in the Tower of Burnished Brass. His parens, the sinister and contentious Fyjax of Tytalus can be found there too. The head of the covenant is the autocratic Antonius of Guernicus, who has a lab in the Temple. The magi never invited apprentices to visit other towers, and Baruch alone has been in all four as a guest, and fairly briefly in some cases. Each tower has three labs, and the palace a single lab.
  7. Next year. You don't get it as apprentices. You will receive it in a lump sum on your return to last you for 1215. The covenant aura is 4 btw, I decided after much working on Boons and Hooks. They are BOONS Fantastic Environment Major Magical Fortress Major Aura +1 Minor Vast Aura Minor Hidden Resources Minor Local Languages Minor HOOKS Constantly Mobile Major City Major Pagans Major Crumbling Minor Totals Boons: 10, Hooks: 10 The Hooks and Boons are taken from the Covenants Supplement, but I will happily explain any if people want. They are fairly self-explanatory I think though.
  8. Thanks Schwarzbart that was marvellous!
  9. This is the Vis Stocks for the Covenant as of Winter 1214. Note this is the current levels, not the Vis Sources which are added every season (60 paws of various types). The 6 remaining senior magi on the Covenant consume 72 pawns a year, and 5 are spent on casting the Aegis of the Hearth, so these stocks depreciate at 17 pawns a year at the moment. You as junior magi will each be assigned some Vis each year to spend (4 pawns) reducing the stocks further and faster. Baruch will now receive 6 pawns of Vis a year, in honour of his promotion, assuming he gets you all back in one piece. Vis: Creo 30 Vis: Intellego 35 Vis: Muto 40 Vis: Perdo 7 Vis: Rego 75 Vis: Animal 20 Vis: Aquam 55 Vis: Auram 125 Vis: Corpus 45 Vis: Herbam 40 Vis: Ignem 15 Vis: Imaginem 25 Vis: Mentem 60 Vis: Terram 3 Vis: Vim 35 Build Points: 122 Though might be of some interest to a few of you. cj x
  10. A Sanctum? I think it's in the index. A Sanctum is your own place - you may have one Sanctum in the city once a member of the Order of Hermes, and usually it contains your living quarters and or lab. Any other magi entering your Sanctum waives all their rights under the Code of Hermes - you may kill them with impunity. Scrying (spying by magic) on what someone does is always illegal, but even mundane spying on someone's Sanctum is frowned upon and will get you in legal trouble. You put a Sanctum marker on your door, and that's it, you can't be bothered and even if you invite someone in for tea you can kill them perfectly legally (remember Lucidia and Calpurnia?) cj x
  11. Right, I apologise unreservedly for the fact I am often the person contributing least to the forum discussion. I spend any spare time i have often working on stuff to get all the admin done. So far I have made good progress on the covenant, and I thought you might like to see the Lab Texts in the Library of the City of Ivory & Jade. These spells can be learned in a season if your INT + MAGIC THEORY + AURA 4 + TECHNIQUE + FORM (modified by appropriate Virtues and Flaws of course) equals or exceeds the Spell Level. Bit of an odd selection, but what you have to work with. Anything else you will have to invent yourselves or trade for. You can of course copy your own spells and add them to the Library. There are 300 Build Points worth here. Once I have finished statting the Covenant I am going to try to leave 100 or so BP for you chaps to add things, so do suggest if you would like to see another spell in the library, etc, etc. If anyone wants to edit the list to appear by Form of the spell, that might be really useful too. The Lab Texts Aegis of the Hearth ReVi25 Aura of Ennobled Presence MuIm10 Aura of Inconsequence ReMe25 Aura of Rightful Authority ReMe20 The Beast Remade MuAn25 Bind Wound CrCo10 Breath of the Open Sky CrAu40 Breath of Winter ReAq15 Bridge of Frost ReAq30 Bridge of Wood CrHe20 The Call to Slumber ReMe10 Chaos of the Angry Waves ReAq30 The Chirurgeon's Healing Touch CrCo20 Circle of Beast Warding ReAn5 The Cloudless Sky Returned PeAu45 Commanding the Harnessed Beast ReAn30 Conjuring the Mystic Tower CrTe35 Dance of the Staves ReHe5 Discern Own Illusions InIm15 Disguise of the New Visage MuCo15 Doublet of Impenetrable Silk MuAn15 Earth that Breaks No More MuTe20 Eyes of the Bat InAu25 Eyes of the Eagle InIm25 Flames of Sculpted Ice MuIg35 The Gentle Beast ReAn25 Gift of the Bear's Fortitude MuCo25 Gloom of Evening PeIg10 Growth of the Creeping Things MuAn15 Hunt for the Wild Herb InHe5 Hunter's Lethal Arrow PeAn40 Ice of Drowning ReAq35 Image from the Wizard Torn ReIm30 The Leap of Homecoming ReCo35 Loss of But a Moment's Memory PeMe15 Maintaining the Demanding Spell ReVi20 Mirror of Opposition (Auram) MuVi25 Opening the Tome of the Animal's Mind InAn25 Posing the Silent Question InMe20 Pull of the Skybound Winds CrAu30 Quiet the Raging Winds PeAu20 Rise of the Feathery Body ReCo10 Rope of Bronze MuHe15 Sailor's Foretaste of the Morrow InAu20 Scales of the Magical Weight InVi5 Sense of the Lingering Magic InVi30 Seven-League Stride ReCo30 Sight of the Active Magics InVi40 Soothe the Raging Flames PeIg20 Summoning the Distant Image InIm25 The Tireless Flight ReCo20 True Sight of the Air InAu15 The Unseen Porter ReTe10 Veil of Invisibility PeIm20 Wall of Thorns CrHe20 Ward Against Faeries of the Mountain ReTe15 Ward Against Heat and Flames ReIg25 Watching Ward ReVi25 Waves of Drowning and Smashing ReAq30 Weight of a Thousand Hells CrMe25 Wings of the Soaring Wind CrAu30 Wizard's Communion MuVi15 Wizard's Eclipse PeIg35 Wizard's Icy Grip PeIg30 The Wizard's Mount CrAn35 Wizard's Reach (Auram) MuVi30 Total: Build Points: 300
  12. Right, I was delayed today and actually not all that much happened, apart from Calpurnia botching endlessly. However I want to invite you all to Cheltenham, even though I doubt any of you can actually make it, unless in England August 16th to 18th 2013. Details here. Anyone who reads this thread very welcome. http://www.grandtribunal.org/wiki/Main_Page And next session is probably "Return to the City of Ivory and Jade"? Unless Edith eats all the cheese... cj x
  13. See you all noon GMT today (Sunday). I'm off to bed as it's 2.28am here. cj x
  14. Redcap's are barred from all towers unless invited in by a magi. They have their own room assigned in the Temple. Winter 1214. To be precise, November 23rd 1214. I don't understand the question! Nope, just 2xp from Exposure, normally in Profession Scribe, but arguably yes in the subject of the book, or Spell Mastery of a spell they copied I guess. Yes, perfectly allowable. Hope useful. Sorry for the delay in replying. cj x
  15. This is not directly related to the saga, and there is no need to read it, but you might enjoy it. It is a ghost story, written by the 19th century academic Montague Rhode James, who grew up in a parish in Suffolk a century before I grew up on the adjacent farm. As such I like to muse sometimes on the fact M.R.James and I played in the same woods, streams and hidden places. We both spent most of our lives in academia, and both have a passion for Denmark, ghost stories and East Anglian history and churches: however I have never amounted to much, unlike Monty. Still perhaps there is something in the place where we both grew up that made us similar in some way - anyway here is one of his ghost stories (very short, based like my stories on real folklore, and I think if you are enjoying the saga you might enjoy it. It does not contain any spoilers, but it does set the mood for what Edith's family background is like a bit... So if you have time, here is M.R James' "A Warning to the Curious" http://www.litgothic.com/Texts/warning.html cj x
  16. Yeah we will have to go for Sunday but it is a real shame. Just so you know I'm away Saturday 19th but can make the Sunday if need be. Fridays are harder for me but I can always take time off if need be. However I know weekends are always difficult for everyone, and I'm amazed at people putting up with the Time Zone difference. Maybe we should try midnight GMT rather than noon one day to let those who have to play in the morning play at night just for once and vice versa. Serious suggestion Oh and I'm finally back and am now working through your emails! cj x
  17. I'm fine for any day but Sunday works for me. And yes, Redcaps stay at the temple, you in the tower.
  18. Ramon stayed in redcap quarters at the Palace -- the Temple of Jade & Ivory. All the quarters have their own language. Latin is used by them to talk to magi and those from other quarters, badly. I like the grog a great deal and will use him. Thanks Schwarzbart! cj x
  19. Since the magi colonized the city they have ruled the mundane populace as "philosopher-kings". The religion of the locals is from what you can gather some obscure form of heathenism. Their Temple?palace was taken over by the magi, who have made some efforts at introducing Christianity, but rather nominal. OK, they have talked about it! cj x
  20. From what you know of them they are human. There are stories of faerie on the city though, and demons can be found wherever there is sin.
  21. The weather is warmer in temperature than the surrounding sky, and the winds swirl round the edges of the city warded by magic. The covenant floats between 1000' and 3000' feet above the surface terrain, but 3000' is maximum altitude, so yes it can collide with mountains! cj x
  22. The population per quarter is between 150 to 300. Total population is around 1,000 - a city in medieval terms but a small one. Much of the city is ruined: the buildings are often 3 storeys high and some more. There is magic in the food production yes. I worked out the maths last week but you will learn more soon
  23. Legate how about detailing some places or people of the Bazaar Quarter for us? is secrets players could not know could message me some!
  24. Talking of which tell me about your Parens, the magi who trained you?
  25. Well I'm trying to make it fit a) your expectations of how you all envisaged it and my plot points which dictated certain things must work certain ways. However the above covers all.my necessary plot stuff to some extent so now I'd like you all to make suggestions and ideas we can incorporate. The city has a number of mysteries I have designed but you can all think of cool things within it and I will add them.
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