Post by TheUdjat on Mar 5, 2009 11:56:34 GMT -5
The sun was sinking into the distant valleys of Alsace when Master Leopold gave his instructions. Even with night descending on the mountain, the air was warm, as it always is around the Kaiserstuhl, that cluster of peaks where the Covenant made their home. Leopold preferred to witness the sunset first hand—indeed, it seemed the start of the day for him, for he enjoyed spending the hours of night locked away in his laboratory, scrawling notes in his books, tinkering with magical implements and obscure artifacts, and always talking with the pale-faced owl that always hunched nearby.
Today, Master Leopold has instructions for you, and as head of the Covenant, his word is not to be disobeyed. Though all the magi take a hand in decisions, it is Leopold who truly decides the fate of every apprentice, servant, solider, worker, woman, and child on the Covenant’s grounds. “You have done well these many years,” he begins, reminding you of the decade or more you have spent in the care of these magi, learning their ways, being raised to embrace your own strange talents and to cope with the Gift—and its notorious effect on people. “Your teachers tell me you’ve learned well, and I’ve seen myself some of your progress. But it is time to stop holding your hand. It is time to see whether you sink or swim.”
You feel your blood stir. Is this finally the day you’ve longer for, when you will finally be declared a magus in your own right? You’ve heard so much about the world, and seen so many marvelous things firsthand. Faeries that dance in the forests, mystical beasts that lair in the mountains and terrorize towns—even demons, so it is rumored, emerge to tempt the hearts of men, especially those that know the Art. It is at once a terrifying and exciting world, and you know that there are others like you out there—other Covenants, other magi, a sparse society scattered across the world. Is it finally time to join that community?
You listen intently to the Master Magus’s next words. “This is your task. You will take a small contingent with you to the young town of Freiburg to the southeast. No master will accompany you. There you will trade the fine goods of the Covenant for those things we lack—a list will be provided to you. But more importantly, just beyond Freiburg, in the Black Forest, is a hermit called Old Grigori. To him you must deliver this scroll.” Here Master Leopold raises a tightly wound vellum parchment, sealed with his personal sigil. “It is most important that he get this message—unbroken. When this is done, you must do whatever Grigori tells you to do, and then make your way straight back to the Covenant, stopping nowhere for any reason.” He fixes you with his cold, unblinking eyes, the irises flickering violet—as they ever have, the servants say, since Twilight took him three decades ago. “Is this understood?”
“You may choose a handful of others to accompany you, but the Covenant cannot spare too many for the journey. You leave tomorrow.” This, undoubtedly a dismissal. Master Leopold turns his eyes from you and back to the sunset, now finishing on the distant horizon.
Your first true test—a large gesture of trust. You rush into the Covenant to prepare for the journey ahead.
Some of you have known this is coming. Some of you, maybe not. To make it official, though, I am asking for all those interest in playing the Short adventure The Apprentices’ Errand to make it known here and now. I am expecting the five that voted earlier for this game but will accept some others, provided they are prepared to be dedicated to this adventure.
Here are the details:
System: We will be using True20. Characters will begin at level 1. I’ll post up a guide to doing this for those unfamiliar with True20 (probably everyone). It’s really not that different from d20 D&D, so I’m sure you’ll catch on fast.
Setting: The year is 1125. The place is a little corner of what will one day be called Germany, on a cluster of mountains called the Kaiserstuhl (“Emperor’s Seat”). Though part of the Holy Roman Empire, this area is more immediately ruled by the Duke of Zahringen, Conrad. The Kaiserstuhl is surrounded by several small villages, some with local lords to watch over them, though none very big. On this mountain, easily isolated from nobles and villagers alike, the Covenant makes its home.
This is Europe in the Middle Ages, but a Europe where all the myths, folklore, and legends truly exist. Goblins lurk and faeries dance in the deep recesses of the woods, sometimes emerging to toy with mortals. Demons tempt and lie, and saintly relics are revered and honored, carrying with them miraculous occurrences. Dragons are whispered about when something unfamiliar arcs through the sky, and days later a village is simply gone, burned to the ground.
And, of course, there are wizards.
This is a low-magic setting in the big picture, but this is less applicable to the characters, who have dwelled in and around magic most of their lives. Magic is powerful—but it is rare. It requires time, dedicated study, and extensive work to cultivate, and wizards are known to guard their secrets jealously. A loose organization exists however, called the Order of Hermes, which strives to function as a sort of governing system for the various mages scattered all over the world (well, Europe and Asia Minor). Through the Order of Hermes, wizards can exchange magical theory, discuss problems, settle disputes, and—on extremely rare occasions—go to war. There are never many wizards in the world, and they rarely get along well except in their own Covenants, but they are unified in their power, and their curse.
Normal society has every reason to distrust and react fearfully to those that wield magic—but this isn’t why magi isolate themselves in towers and remote ruins to practice the Art. There is something about ‘the Gift’—magic—that causes every person’s initial reaction to a wizard to be one of mistrust and unfriendliness. Even with no words spoken, no spells cast, there is something in their aura that compels people to dislike them. As such, despite all the power at their fingertips, magi often have a difficult time getting along in the world. When you further consider that magi are given to studious and scholarly pursuits rather than fighting and sport, it becomes obvious that they cannot get along alone.
Smart magi band together, forming Covenants, and gather to them what loyal followers and companions they can find. Some people, for unknown reasons, are not as susceptible to the Gift’s effects, but even beyond that, time can make the strange aura surmountable. Most servants and craftsmen will never truly be fond of a magus, but at least they will respect him, help him, and work for him. These companions and helpers are every bit as vital to a Covenant’s survival as the magi themselves.
And indeed, for all their magical might, sometimes it is the mundane threats that are the most potent—a witch hunt, bandits, or an enterprising nobleman. Or simply starvation, famine, and harsh winter.
Characters: As the above preview suggests, at least one character will be an apprentice magus—a wizard. Ars Magica is a game predominantly about wizards, so these are major roles, with various non-mechanical benefits and drawbacks (and several mechanical ones). Be prepared for this. That said, I do need at least one magus, but will accept another—ultimately I want no more than half of the party to be magi, and with my expected group of 5, that means two of you can be magi.
Other characters are people that help out around the Covenant (the Covenant, by the way, is the place where a group of Magi live. It’s usually somewhere remote from people, but functions a lot like a small village. There are often smiths, farmers, a force of soldiers to protect the Covenant, and so forth, but the Magi effectively rule. For reasons that will become evident, Magi absolutely depend on these everyday people for their own continued existence, making these roles just as vital.
I will also include a handful of ‘ordinaries’ (effectively, NPCs). These characters will fill out the little expedition to Freiburg, such as a wagon driver, a boy to tend the animals, and a handful of soldiers to protect the wagon (none of them very proficient). If desired, players can choose to take any of these roles as an actual character. Some other suggestions—someone could play the ‘squad leader’ of the little band of soldiers, someone could play an experience merchant or trader working on behalf of the Covenant. There are other more exceptional possibilities. A relative, a traveling minstrel that has been staying with the Covenant, a dishonored knight seeking refuge, or a rare female scholar. Outcasts often tend to make their way into Covenants, as the magi are less picky about social norms. A huntsman or guide is also an excellent choice.
Equipment: Don’t worry about it for now. I will provide some basic equipment ‘from the Covenant’ for the purposes of this short. True20 uses a wealth system, which we’ll play around with once (if?) the characters make it to Freiburg, but don’t bother with it for character creation.
So use this thread to discuss character ideas and concepts, please. I’ll post up a guide to character creation soon and you can work out mechanics there. Also post here if you want to play! Very important!
I look forward to a fun romp through the Middle Ages with you guys. Questions? Ask away!
Today, Master Leopold has instructions for you, and as head of the Covenant, his word is not to be disobeyed. Though all the magi take a hand in decisions, it is Leopold who truly decides the fate of every apprentice, servant, solider, worker, woman, and child on the Covenant’s grounds. “You have done well these many years,” he begins, reminding you of the decade or more you have spent in the care of these magi, learning their ways, being raised to embrace your own strange talents and to cope with the Gift—and its notorious effect on people. “Your teachers tell me you’ve learned well, and I’ve seen myself some of your progress. But it is time to stop holding your hand. It is time to see whether you sink or swim.”
You feel your blood stir. Is this finally the day you’ve longer for, when you will finally be declared a magus in your own right? You’ve heard so much about the world, and seen so many marvelous things firsthand. Faeries that dance in the forests, mystical beasts that lair in the mountains and terrorize towns—even demons, so it is rumored, emerge to tempt the hearts of men, especially those that know the Art. It is at once a terrifying and exciting world, and you know that there are others like you out there—other Covenants, other magi, a sparse society scattered across the world. Is it finally time to join that community?
You listen intently to the Master Magus’s next words. “This is your task. You will take a small contingent with you to the young town of Freiburg to the southeast. No master will accompany you. There you will trade the fine goods of the Covenant for those things we lack—a list will be provided to you. But more importantly, just beyond Freiburg, in the Black Forest, is a hermit called Old Grigori. To him you must deliver this scroll.” Here Master Leopold raises a tightly wound vellum parchment, sealed with his personal sigil. “It is most important that he get this message—unbroken. When this is done, you must do whatever Grigori tells you to do, and then make your way straight back to the Covenant, stopping nowhere for any reason.” He fixes you with his cold, unblinking eyes, the irises flickering violet—as they ever have, the servants say, since Twilight took him three decades ago. “Is this understood?”
“You may choose a handful of others to accompany you, but the Covenant cannot spare too many for the journey. You leave tomorrow.” This, undoubtedly a dismissal. Master Leopold turns his eyes from you and back to the sunset, now finishing on the distant horizon.
Your first true test—a large gesture of trust. You rush into the Covenant to prepare for the journey ahead.
Call for Players!
Some of you have known this is coming. Some of you, maybe not. To make it official, though, I am asking for all those interest in playing the Short adventure The Apprentices’ Errand to make it known here and now. I am expecting the five that voted earlier for this game but will accept some others, provided they are prepared to be dedicated to this adventure.
Here are the details:
System: We will be using True20. Characters will begin at level 1. I’ll post up a guide to doing this for those unfamiliar with True20 (probably everyone). It’s really not that different from d20 D&D, so I’m sure you’ll catch on fast.
Setting: The year is 1125. The place is a little corner of what will one day be called Germany, on a cluster of mountains called the Kaiserstuhl (“Emperor’s Seat”). Though part of the Holy Roman Empire, this area is more immediately ruled by the Duke of Zahringen, Conrad. The Kaiserstuhl is surrounded by several small villages, some with local lords to watch over them, though none very big. On this mountain, easily isolated from nobles and villagers alike, the Covenant makes its home.
This is Europe in the Middle Ages, but a Europe where all the myths, folklore, and legends truly exist. Goblins lurk and faeries dance in the deep recesses of the woods, sometimes emerging to toy with mortals. Demons tempt and lie, and saintly relics are revered and honored, carrying with them miraculous occurrences. Dragons are whispered about when something unfamiliar arcs through the sky, and days later a village is simply gone, burned to the ground.
And, of course, there are wizards.
This is a low-magic setting in the big picture, but this is less applicable to the characters, who have dwelled in and around magic most of their lives. Magic is powerful—but it is rare. It requires time, dedicated study, and extensive work to cultivate, and wizards are known to guard their secrets jealously. A loose organization exists however, called the Order of Hermes, which strives to function as a sort of governing system for the various mages scattered all over the world (well, Europe and Asia Minor). Through the Order of Hermes, wizards can exchange magical theory, discuss problems, settle disputes, and—on extremely rare occasions—go to war. There are never many wizards in the world, and they rarely get along well except in their own Covenants, but they are unified in their power, and their curse.
Normal society has every reason to distrust and react fearfully to those that wield magic—but this isn’t why magi isolate themselves in towers and remote ruins to practice the Art. There is something about ‘the Gift’—magic—that causes every person’s initial reaction to a wizard to be one of mistrust and unfriendliness. Even with no words spoken, no spells cast, there is something in their aura that compels people to dislike them. As such, despite all the power at their fingertips, magi often have a difficult time getting along in the world. When you further consider that magi are given to studious and scholarly pursuits rather than fighting and sport, it becomes obvious that they cannot get along alone.
Smart magi band together, forming Covenants, and gather to them what loyal followers and companions they can find. Some people, for unknown reasons, are not as susceptible to the Gift’s effects, but even beyond that, time can make the strange aura surmountable. Most servants and craftsmen will never truly be fond of a magus, but at least they will respect him, help him, and work for him. These companions and helpers are every bit as vital to a Covenant’s survival as the magi themselves.
And indeed, for all their magical might, sometimes it is the mundane threats that are the most potent—a witch hunt, bandits, or an enterprising nobleman. Or simply starvation, famine, and harsh winter.
Characters: As the above preview suggests, at least one character will be an apprentice magus—a wizard. Ars Magica is a game predominantly about wizards, so these are major roles, with various non-mechanical benefits and drawbacks (and several mechanical ones). Be prepared for this. That said, I do need at least one magus, but will accept another—ultimately I want no more than half of the party to be magi, and with my expected group of 5, that means two of you can be magi.
Other characters are people that help out around the Covenant (the Covenant, by the way, is the place where a group of Magi live. It’s usually somewhere remote from people, but functions a lot like a small village. There are often smiths, farmers, a force of soldiers to protect the Covenant, and so forth, but the Magi effectively rule. For reasons that will become evident, Magi absolutely depend on these everyday people for their own continued existence, making these roles just as vital.
I will also include a handful of ‘ordinaries’ (effectively, NPCs). These characters will fill out the little expedition to Freiburg, such as a wagon driver, a boy to tend the animals, and a handful of soldiers to protect the wagon (none of them very proficient). If desired, players can choose to take any of these roles as an actual character. Some other suggestions—someone could play the ‘squad leader’ of the little band of soldiers, someone could play an experience merchant or trader working on behalf of the Covenant. There are other more exceptional possibilities. A relative, a traveling minstrel that has been staying with the Covenant, a dishonored knight seeking refuge, or a rare female scholar. Outcasts often tend to make their way into Covenants, as the magi are less picky about social norms. A huntsman or guide is also an excellent choice.
Equipment: Don’t worry about it for now. I will provide some basic equipment ‘from the Covenant’ for the purposes of this short. True20 uses a wealth system, which we’ll play around with once (if?) the characters make it to Freiburg, but don’t bother with it for character creation.
So use this thread to discuss character ideas and concepts, please. I’ll post up a guide to character creation soon and you can work out mechanics there. Also post here if you want to play! Very important!
I look forward to a fun romp through the Middle Ages with you guys. Questions? Ask away!