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, welcome to [ArM5] Troupe Tribunal

12:19, 23rd April 2024 (GMT+0)

Setup.

Posted by Alpha SGFor group 0
Alpha SG
GM, 1 post
General rules
Sat 20 Feb 2021
at 18:17
  • msg #1

Setup

The idea is to essentially set up a tribunal entirely or nearly entirely populated by PC covenants, each playing somewhat independently while also interacting. The plan is to have a few beta SGs so each covenant has a lead SG, and then a bunch of gamma SGs taking charge of smaller aspects (nations' nobilities, Hermetic houses, mystery cults, Story Flaws and covenant Hooks, etc.) I will set some baselines for what can be picked up as rewards to create a level of fairness. For consistency on spell design and the like, I'll take charge of ruling on those things.


Right away a fundamental decision needs to be made: Where should this be? The easiest ones I have thought of are either that Novgorod has lost some covenants and needs an influx of new blood, or that this is an expansion to create a new tribunal in either Scandinavia or northern Africa. So rank these:
  • Northern Africa (new tribunal)
  • Scandinavia (new tribunal)
  • Novgorod (rejuvenating/expanding tribunal)
  • Other


The next thing will be to group players together into a few covenants that don't yet exist but will. I figure we should do that based on magi's interests and player interests. So what sort of magus and companion would you like to play. I'd like to leave a lot of options open. I highly suggest one player per covenant makes a Redcap as a companion; on a related note, there should probably be no Gifted Mercere, but they're not ruled out. There should probably be a Guernicus, among the PC's. Magi will be at most a few years out of gauntlet so they're all young recruits for this endeavor. The more years out of gauntlet, the fewer resources you'll have to bring along when setting up your covenant. I don't want to deal with any initiations, nor with finding of Familiars, etc. over those few years. This way everyone is still pretty new to the Order. Meanwhile, keep the concepts relatively tight (e.g. don't cherry-pick Virtues from many books). Note that a Gifted Companion or a Mythic Companion will occupy a magus slot. So, list at least one magus idea and at least one companion idea you would like to play and a little bit about what would suit them (e.g. a more urban covenant, or in/near a faerie wood).
  • Magus idea and how they fit in.
  • Companion idea


Additionally, rate the level of SGing you could handle.
  • Beta SG, gamma SG, none.



These may all be noted by replying to this message.
This message was last edited by the GM at 18:46, Tue 23 Feb 2021.
Player 2
player, 1 post
Tue 23 Feb 2021
at 19:31
  • msg #2

Setup

In reply to Alpha SG (msg # 1):

I have a character concept in mind, a revived version of a Magus I developed for a different game that did not come to fruition. Off-hand with no other details, that magus would fit best in a Northern Africa setting. This is, in my opinion, an interesting setting because of how accessible it is to the rest of Europe compared to some of the other options via the Mediterranean, and offers an interesting palette of other peoples and unique resources.
Player 4
player, 1 post
Wed 24 Feb 2021
at 00:48
  • msg #3

Setup

Here is my take

Location Ranked choice.
-North Africa
-Scandinavia
-Other (Near East? India?)
-Novgorod

Magus Ideas
-Flambeau, Martial Weather Focus, Capable of defending massive areas using oil rain set alight or directed tornadoes, Long Term Interest in making Hedge style Virtues for the arts, Focusing on Ignem First to create a Turb of grog Hoplites.
-Transitionalist Guernicus or maybe Verditius Quaesitor. Wants to use a new tribunal and the dangers they face to prove the concept of massed surveillance (high flying magic item with eagle eyes and true sight of air detecting the Gift, monitored by grogs).

Companion idea
-Redcap if required
-Mythic Crafter Forge Companion
-Devil Child Lite informant

I can Beta SG.
Player 3
player, 1 post
Wed 24 Feb 2021
at 03:18
  • msg #4

Setup

Location Preferences:

1. Scandinavia
2. Novgorod (Rejuvenation, it's big enough as is.)
3. North Africa
4. Other (Plenty of "New Tribunal" settings; i.e. North Seas flotilla, Lortherangia, Iceland, Provencial, making new landmasses free of mundanes TME style, etc.)

Magus Ideas:

1. A nominally "Hermetic" Hedge Wizard of the Gruagachan tradition (that is, a variant thereof, Trollsynir for Scandinavian setting and Kolduni for Novgorod). A boisterous Blood Knight that seeks to exploit this "invasion" for his personal amusement and use the newcomers' magic and laws for the betterment of his own kind...In that order.

2. A Bjornaer Ilfetu Mystic seeking to explore the ancestral sites and shapeshifers of his homeland and in the process become a renowned author.

3. A Hermetic Summoner and Theurgist seeking new paths to godhood where no Hermetic has set foot yet.

Companion Ideas:

A local Weapon/Armorsmith Touched by Magic
A Treasure Hunter
A Redcap

Level of SGing I can handle:

None. Would prefer to just be a player.
Player 8
player, 1 post
Wed 24 Feb 2021
at 04:21
  • msg #5

Setup

In reply to Alpha SG (msg # 1):

As far as location, My preferences would be:
-North Africa (totally new territory, proximity to multiple tribunals)
-Novgorod (depending on start date, things are about to get weird in 1220-1250)
-Scandinavia (less habitable area to expand than the other options)

Mage Ideas:
-Merinita with strong fairie blood. Arcadian Travel is excellent at getting around a new tribunal. Every area mentioned has a significant fairie presence. (Not rainbows and unicorns fairies, these areas have some dangerous fey.)
-Tytalus ready to test himself against the wilderness. (Go where no mage has gone before)

Companion Ideas:
-Redcap: sent to not only support new tribunal, but to seek out new commercial opportunities. Merchant background.
-Templar Auxiliary Sargent, kicked out for lack of orthodoxy. (If in North Africa)
Player 7
player, 1 post
Wed 24 Feb 2021
at 06:35
  • msg #6

Setup

In reply to Alpha SG (msg # 1):

Location:

1. Scandanavia
2. North Africa
3. Novgorod
4. Other

Scandanavia is just a hair better than North Africa, it's not a huge preference for me.

Magus: Overconfident Tytalus seeking a new challenge. He's focused on Muto and is a Shapeshifter.
Companion: Hunter who seeks rare animals for nobles and magi.

Willing to Beta storyguide.
Player 6
player, 1 post
Wed 24 Feb 2021
at 07:12
  • msg #7

Setup

In reply to Alpha SG (msg # 1):

For Location:
- North Africa
- Canary Islands (There was a talk on the Atlas Forum for an Island Tribunal, that would also include Iceland and Greenland)
- Novgorod (Expanding it)

Magus Ideas:
- For North Africa, I'd probably take an Animal specialist, that seeks to catalogue the animal life of the area, with possibly an animal menagerie, both mundane and magical, that he could try and interest Magi from Europe to take on as specimens, or familiars.
- For the Canary Islands, an Aquam specialist that seeks to delve the depths of the ocean searching for it's secrets.
- For Novgorod, a Perdo specialist that is bitter about not being able to create, only destory. He/She would seek to find a way to overcome the limitation, and come up with ways to use it for 'good'.

When it comes to Companions, I'd rather tailor the idea to work best with one Magi, so will need to see what magi are available.

In regards to being Beta SG, if you people don't mind someone who's quite new to the game to run a story once in a while, i'm fine with being a beta SG.
This message was last edited by the player at 09:12, Wed 24 Feb 2021.
Player 9
player, 1 post
Wed 24 Feb 2021
at 13:08
  • msg #8

Setup

In reply to Alpha SG (msg # 1):

Location:
  1 - Scandinavia
  2 - North Africa
  3 - Elsewhere

Magus ideas:

A Verditus from Rhine Tribunal with a minor magical focus in flying. Thinks the elders of the Rhine tribunal and the proxy votes of magi long gone are unfair and wants to start a place where every magus can have his meaning heard. Also the wild lands outside the established Tribunals should have lots of available Vis, something a Verditius needs.

A Flambeau or ex-Misc who wants to be famous for hunting monsters, and great monsters are probably easiser to find outside the current borders of the order.

Companion ideas:
If in scandinacia, a character with giant blood from Normandy who travels with the magi to Scandinavia to explore the home of the giants.

But I'm open to anything companion-wise, I think it's imporant to look at the needs of the covenant and try to fill a needed role there and not just thrown in som ecool character concept that won't work within the covenant structure.
Player 10
player, 1 post
Wed 24 Feb 2021
at 13:33
  • msg #9

Setup

Location:

 1) Scandinavia
 2) Novgorod
 3) North Africa
 4) Other

Magus ideas:
If Scandinavia
 1) Merinita magus worried about the potential molestation of the fae in the new tribunal. Aim to become a Quaesitor. Ettin blood  Trained in the Rhine tribunal.
 2) ex-Misc Lineage of Pralix, interested in intergrating new magical traditions into the order. Interested in the rumoured Order of Odin.


 If Africa
 1) Tremere magus. On a mission to establish the Tremere influence in the new tribunal. Sigil holder in the Roman Tribunal?
 2)  Mercere magus wishing to establish a Redcap covenant to serve as a hub for the young Redcaps of the new tribunal. Creating Longevity potions and enchanted items for them. Trained at Harco.

Companion ideas:

 1) Bookbinder and chronicler. Perhaps sent from some strong summer covenant to write down the happening in the new tribunal?

Probably couldnt SG.
This message was last edited by the player at 17:21, Wed 24 Feb 2021.
Player 11
player, 1 post
Wed 24 Feb 2021
at 13:56
  • msg #10

Setup

Preferred Location:
1 - Novgorod
2 - North Africa
3 - Far East Tribunal?
4 - Scandinavia

For a Novgorod Magus, I thought about one with a Dream focus that seeks the knowledge and the secrets of the Dream Witches (maybe he learnt about that by some legends or someone)

For a North Africa Magus, an Hermetic Sihr raised in the Iberian Tribunal that seeks knowledge from the non Hermetic tradition of the Sihr and so he travel to North Africa to find ancient rituals.

For a Scandinavian Magus, a magus with some relation to nordic magic? Maybe an Animal Specialist with Focus in crows (a messenger-like Magus)

For the companions:
A sailor merchant that sells clothes along the Nile (or he could be a Redcap sailor),
A Touched by Magic crafter brought to a covenant to help a Verditius,
An healer with Crafter's Healing brought to a covenant to study her "gift",
And nothing else in mind.

SG wise:
I have no experience as SG, for now I prefer being a player but I don't deny the possibility to be an SG in the future. Maybe I could help being a gamma SG if it's limited to think about nobility, mistery cults and such.
This message was last edited by the player at 16:47, Wed 24 Feb 2021.
Player 2
player, 3 posts
Wed 24 Feb 2021
at 16:00
  • msg #11

Setup


I have a few ideas for a magus character, but thus far am most interested in a Fraternity of Samos rego terram architect magus with a unique approach to hermetic magic.

In the original conception of the character he was Bonisagus, but the "Only use bits from one book" rule came out of left field and set me back. As there aren't really unique virtues present in the Bonisagus there's a strong disincentive to create magi of that House.

E: I have strong experience running live games in various other systems. I would be comfortable doing some beta storyguiding in a troupe context.
This message was last edited by the player at 16:41, Wed 24 Feb 2021.
Player 13
player, 1 post
Wed 24 Feb 2021
at 16:30
  • msg #12

Setup

In reply to Alpha SG (msg # 1):

Territories in order of preference:
1. North Africa (More interested in the west (Magreb, BS&S) than the east (Nile, Ethiopia)
2. Other - magically discovering the Azores a few hundred years early though that changes the situation and challenges quite a bit, Canary and other Atlantic Islands idea
3. Novgorod
4. Scandinavia

Magus idea for each territory
1. Lineage of Pralix linguist, born/raised in North Africa (Tunis) but trained all over the Mediterranean as his parens travelled to seek and train new converts to the Order. Perhaps his Parens was planning for this and an active promoter of expanding the Order's borders. He would be most suited to either an urban covenant or a covenant near interesting ruins.
2. Criamon Herbam specialist, hoping to discover new plants in new territories. Most suited to a covenant near very little human population particularly a covenant trying to get its food production up and running.
3/4. No real idea, some localization of one of the above concepts could work, probably the Criamon with a different reason for choosing to go.

Companion ideas:
Really not sure, I would be happy to make a Redcap, other ideas would be more location dependent.

I do have a question about an individual player's mag*/companion characters. Will each player's primary characters be at the same covenant or different covenants?

SG level involvement:
Gamma at most.
This message was last edited by the player at 17:48, Wed 24 Feb 2021.
Player 12
player, 1 post
Wed 24 Feb 2021
at 19:08
  • msg #13

Setup

In reply to Alpha SG (msg # 1):

Location Preferences:

1. North Africa (preferably the western parts rather than lands closer to the Nile)
2. Other (Anything involving settling the Atlantic, be it the Canary Islands, flotillas of ship, or a magically created landmass)
3. Scandinavia (preferably including, or situated near Iceland)
4. Novgorod

Magus Ideas (in order of interest):

1. Flambeau specialized in hunting Hedge Wizards who sees it as his duty to demonstrate the superiority of Hermetic Magic. Both by besting Hedge Wizards, and by aiding Hermetic Researchers.

2. A Tremere Terram Specialist seeking to make himself essential by creating roads and fortifications for the Tribunal. Drawn to more martial Magi who might appreciate such talents.

3. A Trianomae Bonisagus Seeker and Vim Specialist who fears the threat of Rival Orders and seeks to better prepare the Order of Hermes by learning more about foreign Hedge Magics.

4. Verditius ship builder who seeks recognition for his craft by constructing a flotilla of enchanted ships. Drawn to more adventurous magi who can make use of his ships.


Companion Ideas (no clear preference):
A Redcap with a knack for foreign languages
The Squire of a martial Magus/Maga who tries to be their common sense.
A ship captain with the ability to coerce the winds.
A priest who sees it as his duty to ensure the Magi remain good Christians. (Ok, I lied, this one is my favourite)


Can I SG?:
In short; I'm here to play. Might be able to help in the future.

Slightly longer; I have the experience, but I already have enough SG commitments as is. When/if one of my current games end, that could of course change. Depending on the level of commitment needed, Gamma SG could be possible before that comes to pass.
Alpha SG
GM, 14 posts
General rules
Wed 24 Feb 2021
at 21:40
  • msg #14

Setup

The votes are high enough that remaining ones won't change the outcome: Africa it is. I would think the tribunal could be the whole of northern Africa, opening a lot of variety. If that changes proposed concepts, feel free to adjust to new ones and post new ones here. If that gets you focused down, feel free to post a smaller number of concepts here. Breaking up into several covenants will be next.
Player 13
player, 10 posts
Wed 24 Feb 2021
at 22:09
  • msg #15

Setup

Salma Filii Pralicis

A Tuareg girl with the Gentle Gift, captured by slavers and eventually sold to her parens in Tunis. Trained in the Theban Tribunal but traveling with him on his missions to induct and study practitioners of various forms of hedge magic. She had a natural gift for languages and her parens had sought out a gifted child from North Africa in the hopes that he would be successful in pushing the Order to spread there. When he and others were finally successful in convincing a large enough group to form covenants in this new territory she was quite willing, missing the beautiful desert lands and freedom of her childhood. Like her parens she has a facility with the art of Intellego.

Side Note: I plan to make her driven to study and perhaps integrate some legend of the area but I need to do a bit more research before I'm sure what that is. It may be the magic of the Settuten, a tradition of Tuareg and Berber women but at this stage I'd like to keep it open as perhaps there will be something in the vicinity of her covenant that sparks interest.

If more detail is needed at this stage let me know.
Player 6
player, 9 posts
Wed 24 Feb 2021
at 22:58
  • msg #16

Setup

Arnoldo Ex Criamon

As a young boy in Catalonia, he loved watching the birds and animals, and felt a better kinship with them than with his fellow humans, and if allowed, or not watched carefully, would slip away to watch the aimals around than do his chores, or study something useful, as his father said many times.
He would particulary spend his days watching the birds in the sky, wishing he could join them flying about.

One day, while watching an eagle hunt, he encountered a strange man who told him that if he's interested, he can teach him the mysteries of the world, and the animals that populate it. Without asking his parents, he agreed, and became an apprentice.

In visions, he saw magnificent images of magical eagles, and it has driven him on a path to try and create them. With a new Tribunal opening up, he saw it as a chance to not just explore this new land, and potentially discover maybe new magical animals, but to also have a greater supply of eagles, and other birds of prey, to experiment on.
Player 14
player, 1 post
Wed 24 Feb 2021
at 23:07
  • msg #17

Setup

In reply to Alpha SG (msg # 1):

Location Preferences:

1. Other (anything different from the usual)
2. North Africa/as far east as Levant
3. Scandinavia
4. Novgorod

I'm really almost even on these, except that Novgorod aside from Scandinavia doesn't interest me at all, unless it was going to be about the Mongols and the Far East, and/or Amazons, which really goes under (1. Other), in my opinion.

I like the idea of the Canary Islands, but I don't think that should be a starting point, there's so much story potential involved in actually finding the islands, learning about the Wizard-Kings, Labon, etc.  Would be an excellent place to grow storylines into but not best choice for baseline tribunal IMO.

Under 1) is also more outlandish stuff, something other than the standard settings for Mythic Europe Tribunals.  I don't really know what this would be, but I am a bit bored of normal Europe and the church/nobllity which is the backdrop for most sagas.

Magus Ideas (in order of interest):

1.  Verditius Finesse/Terram/Ward specialist who would probably end up doing a large part of the construction of whatever covenant he ends up in; possibly including building a mobile covenant to explore the depths of Africa.  Also quite martial and into monster hunting.  If in Scandinavia, will also be looking for rune magic.

2.  Hermetic Sahir interested in stealing the secrets of the Order of Solomon.

3.  Bjornaer of Ilfetu originally from Africa, with a Crocodile heartbeast and Dragon inner heartbeast who ended up in Europe, now returning to find and catalog African ancestor sites.

4.  Flambeau interested in pushing the frontier and totally up for war with the Order of Solomon.


Companion Ideas (no clear preference):
A Redcap interested in non-gifted hedge magic, with the goal to make these traditions an asset of Mercere House/Redcaps

A ship captain with a little bit of Hedge Elementalism.


Can I SG?:
Ok with Beta SG'ing.
Player 10
player, 3 posts
Thu 25 Feb 2021
at 00:08
  • msg #18

Setup

Longinus Ex Merinita

Longinus’ parens was a member of the Keepers of the Thousand Tales in the Iberian tribunal. His parens had Longinus translate numerous Arabic books during his early apprentice years. It was during this time Longinus fell in love with the numerous stories and legends from this distance world. Before taking the Gauntlet, he became accustom to encountering the Sahirs and Berbers and his natural curiosity of their cultures would only grow from these meetings.

He has devoted himself to the societies mission of collecting different cultures stories and myths and spreading them further. To achieve this goal, he has joined the expedition to Africa – where he hopes to find ample new material to bring to the elders of the society and beyond.
Player 3
player, 13 posts
Thu 25 Feb 2021
at 00:20
  • msg #19

Setup

Is it already decided that we're playing in Africa?
This message was undeleted by the player at 00:49, Thu 25 Feb 2021.
Alpha SG
GM, 17 posts
General rules
Thu 25 Feb 2021
at 00:39
  • msg #20

Setup

I'm planning an Egyptian ex Miscellanea, taking power and knowledge from spirits and ghosts. I'm just a little torn in that I think the Disciples of the Worm are interesting but lots of their stuff seems out of place, and the Neo-Mercurians include those taking power from gods but I don't want Mercurian Magic and Hermetic Sacrifice is for friendly summoning; so I am a little lacking direction and need to sort that out.

For a companion, I'll probably go a slightly different crafting route: Figurine Magic. I was debating between that and Touched by (Realm), but the latter seems pretty popular.
Player 13
player, 15 posts
Thu 25 Feb 2021
at 00:49
  • msg #21

Setup

In reply to Alpha SG (msg # 20):

Goetic summoning seems a less “friendly” method, dunno if that’s where you’re going with the idea.
Player 7
player, 5 posts
Thu 25 Feb 2021
at 04:20
  • msg #22

Setup

In reply to Player 3 (msg # 19):

Yes, the Alpha Storyguide has chosen Africa.
Player 4
player, 21 posts
Thu 25 Feb 2021
at 04:57
  • msg #23

Re: Setup

Player 7:
Yes, the Alpha Storyguide has chosen Africa.

We all decided. It won by a landslide.
Player 8
player, 4 posts
Thu 25 Feb 2021
at 05:26
  • msg #24

Re: Setup

I'm planning on a shapeshifting Merinita, with strong fairie blood. One of his starting shapes being a black kite. He has migrated, since gauntlet, exploring the desert of North Africa. With approval, he would have fairie speech, and be very curious about the jinn and other strange fey of the desert. With minor tweaks he could be based anywhere from the Canary Islands to Egypt.
For a companion I see that while many are willing to bite the bullet and play a Redcap, I would be happy playing one. Sent by his house to explore for new trade and resources in this foreign land. I am assuming a heroic character would have to take a mage spot. If not, then I have some ideas...
Player 9
player, 13 posts
Thu 25 Feb 2021
at 05:43
  • msg #25

Re: Setup

With Africa being chosen I'm still partial to the Verditius concept of getting away from all the stuffy old Rhine mages and their ballot stuffing traditions. Unlike a couple of the other concepts presented here I'm not too keen on a flying covenant even though I'd like a minor magical focus in flying. Or maybe minor magical focus in magical transportation as suggested as a possible focus in Transforming Mythic Europe.

That said I could easily do the same basic idea of focused on flying as a Bonisagus if there are a couple of others who want to play Verditius.

I'd like for there to be a good spread of houses. We can't get them all, but I feel like 3 from one house is more than enough.
Alpha SG
GM, 23 posts
General rules
Thu 25 Feb 2021
at 10:54
  • msg #26

Re: Setup

Before heading to Africa, the young magi were all gathered together at Harco, giving them a chance to get to know each other, discuss or negotiate who will work together, and then to hear about some potentially good sites that have been scouted out roughly (probably by the Redcaps headed there, but we don't need to be that specific).

So now that we're getting more solid concepts, let's try to organize into covenants of some shared style/outlook/whatever. There is the monster hunter / menagerie one already forming naturally in the OOC thread. Sounds great! That's the sort of grouping I'm hoping will happen. Some may end up being fewer or more magi; there are benefits to both, so that's OK.

What I'd like people to do is to copy the list below, moving your player # and short character description into a covenant. Covenant themes can be added freely. You may certainly alter character descriptions, as your ideas may change, which is why I didn't include them yet. Yes, as single Gifted Mercere can work. We'll hold off on the other companions for the moment, filling in with them afterward. It's OK if you end up replying a few times. As long as the below list gets fully copied from the most recent prior post and you move yourself around, then the list will stay up to date.

Player 1 - ex Misc Cult of Dedun
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
Player 9
Player 10
Player 11
Player 12
Player 13
Player 14

Monster Hunters / Menagerie
Player 6
player, 13 posts
Thu 25 Feb 2021
at 13:36
  • msg #27

Re: Setup

Alpha SG:
Player 1 - ex Misc Cult of Dedun
Player 2
Player 3
Player 4
Player 5
Player 7
Player 8
Player 9
Player 10
Player 11
Player 12
Player 13
Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken

This message was last edited by the GM at 13:41, Thu 25 Feb 2021.
Player 8
player, 7 posts
Thu 25 Feb 2021
at 14:05
  • msg #28

Re: Setup

In reply to Alpha SG (msg # 26):

Player 1 - ex Misc Cult of Dedun
Player 2
Player 3
Player 4
Player 5
Player 7
Player 8 - Merinita, Strong Fairy Blood, Shape Changer
Player 9
Player 10
Player 11
Player 12
Player 13
Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer
Player 13
player, 19 posts
Thu 25 Feb 2021
at 14:09
  • msg #29

Re: Setup

Player 1 - ex Misc Cult of Dedun
Player 2
Player 3
Player 4
Player 5
Player 7
Player 8 - Merinita, Strong Fairy Blood, Shape Changer
Player 9
Player 10
Player 11
Player 12
Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10
player, 5 posts
Thu 25 Feb 2021
at 14:15
  • msg #30

Re: Setup

Player 1 - ex Misc Cult of Dedun
Player 2
Player 3
Player 4
Player 5
Player 7
Player 8 - Merinita, Strong Fairy Blood, Shape Changer
Player 9
Player 11
Player 12
Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10 - Merinita Storyteller
This message was last edited by the player at 14:16, Thu 25 Feb 2021.
Player 16
player, 1 post
Thu 25 Feb 2021
at 14:17
  • msg #31

Re: Setup

Hi gang,

Super enthusiastic to be here.  I'm a late add, so I've been told we're in North Africa

Magus Idea:

Tytalan "doctor".  Creo specialist, but also competent with mundane medical practice.  Sees medicine and healing as a struggle against disease and death, is intent on "winning".  Long-term, driven by his character and background to push past the healing arts, and begin investigating the nature of Death itself, running the risk of falling into the abyss of his necromantic forebears.  Illegitimate son of a Norman noble (who is somewhat embarrassed by him) but sheltered and educated by his Breton merchant family (his mother died giving birth to him0.  Educated, and then taken in by a (notoriously Titanoi) Tytalus.  After gauntlet, used family connections to travel to the Holy Land in search of medical knowledge and new techniques of healing magic.  Motivated to join the N African tribunal as an opportunity to pursue his studies relatively free of the reputation of his master, and the scrutiny of more established Magi (but it probably won't be that easy).

Companion Idea:

Someone a little shady, but clever with it.  A smuggler? Happy to move goods, people, or information of dubious provenance.  Probably wanted, in a low-key way, but also handy at getting a hold of things the mundane authorities might frown upon.  If we need a tie-in to the Magus, he's been known to provide the "doctor" with the occasional body for dissection, no questions asked.

In terms of the covenant list, not sure where I'd fit, so going to go back through the conversation, see if anything stands out.

FMB
This message was last edited by the player at 17:02, Thu 25 Feb 2021.
Player 3
player, 16 posts
Thu 25 Feb 2021
at 14:24
  • msg #32

Re: Setup

Player 1 - ex Misc Cult of Dedun
Player 2
Player 4
Player 5
Player 7
Player 9
Player 11
Player 12
Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10 - Merinita Storyteller
Player 3 - Bjornaer Mystic
Player 8
player, 8 posts
Thu 25 Feb 2021
at 14:42
  • msg #33

Re: Setup

In reply to Player 6 (msg # 27):

Player 1 - ex Misc Cult of Dedun
Player 2
Player 4
Player 5
Player 7
Player 9
Player 11
Player 12
Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10 - Merinita Storyteller
Player 3 - Bjornaer Mystic

Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 12
player, 7 posts
Thu 25 Feb 2021
at 14:43
  • msg #34

Re: Setup

In reply to Player 8 (msg # 33):

Player 1 - ex Misc Cult of Dedun
Player 2
Player 4
Player 5
Player 7
Player 9
Player 11
Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10 - Merinita Storyteller
Player 3 - Bjornaer Mystic
Player 12 - Flambeau Hedge Wizard Hunter

Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 11
player, 5 posts
Thu 25 Feb 2021
at 14:50
  • msg #35

Re: Setup

In reply to Player 12 (msg # 34):

Player 1 - ex Misc Cult of Dedun
Player 2
Player 4
Player 5
Player 7
Player 9
Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10 - Merinita Storyteller
Player 3 - Bjornaer Mystic
Player 12 - Flambeau Hedge Wizard Hunter

Spiritual Knowledge (spirits, ghost, entities...)
Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?)
Player 9
player, 19 posts
Thu 25 Feb 2021
at 16:14
  • msg #36

Re: Setup

Player 1 - ex Misc Cult of Dedun
Player 2
Player 4
Player 5
Player 7

Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10 - Merinita Storyteller
Player 3 - Bjornaer Mystic
Player 12 - Flambeau Hedge Wizard Hunter

Spiritual Knowledge (spirits, ghost, entities...)
Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?)


Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets ;)
Player 4
player, 25 posts
Thu 25 Feb 2021
at 16:20
  • msg #37

Re: Setup

Player 1 - ex Misc Cult of Dedun
Player 2
Player 4 - Guernicus Hoplite/Researcher
Player 5
Player 7

Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10 - Merinita Storyteller
Player 3 - Bjornaer Mystic
Player 12 - Flambeau Hedge Wizard Hunter

Spiritual Knowledge (spirits, ghost, entities...)
Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?)


Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets ;)

Boarder Fortress/Deep wilds research covenant (no reason they can't be the same)
Player 4 - Guernicus Hoplite/Researcher
Player 16
player, 2 posts
Thu 25 Feb 2021
at 16:35
  • msg #38

Re: Setup

Player 4:
Player 1 - ex Misc Cult of Dedun
Player 2
Player 4 - Guernicus Hoplite/Researcher
Player 5
Player 7

Player 14

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist
Player 10 - Merinita Storyteller
Player 3 - Bjornaer Mystic
Player 12 - Flambeau Hedge Wizard Hunter

Spiritual Knowledge (spirits, ghost, entities...)
Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?)


Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets ;)
Player 16 - Tytalus - Mad Doctor

Boarder Fortress/Deep wilds research covenant (no reason they can't be the same)
Player 4 - Guernicus Hoplite/Researcher

Player 13
player, 27 posts
Thu 25 Feb 2021
at 16:42
  • msg #39

Re: Setup

Player 1 - ex Misc Cult of Dedun (Alpha SG)
Player 2 (Beta SG)
Player 5
Player 7 (Beta SG)
Player 14 (Beta SG)
Player 15

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken (Beta SG)
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist (Gamma SG)
Player 10 - Merinita Storyteller (Player)
Player 3 - Bjornaer Mystic (Player)
Player 12 - Flambeau Hedge Wizard Hunter (Player)

Spiritual Knowledge (spirits, ghost, entities...)
Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)


Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets
Player 16 - Tytalus - Mad Doctor

Boarder Fortress/Deep wilds research covenant (no reason they can't be the same)
Player 4 - Guernicus Hoplite/Researcher (Beta SG)
Player 13
player, 28 posts
Thu 25 Feb 2021
at 16:44
  • msg #40

Re: Setup

Just updated the list to include the SG involvement people are willing to do if they mentioned it. If I missed you sorry about that and please update.
Player 7
player, 7 posts
Thu 25 Feb 2021
at 17:14
  • msg #41

Re: Setup

Player 1 - ex Misc Cult of Dedun (Alpha SG)
Player 2 (Beta SG)
Player 5
Player 14 (Beta SG)
Player 15

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken (Beta SG)
Player 7 - Tytalus Shapeshifter (Beta SG)
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist (Gamma SG)
Player 10 - Merinita Storyteller (Player)
Player 3 - Bjornaer Mystic (Player)
Player 12 - Flambeau Hedge Wizard Hunter (Player)

Spiritual Knowledge (spirits, ghost, entities...)
Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)


Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets
Player 16 - Tytalus - Mad Doctor

Boarder Fortress/Deep wilds research covenant (no reason they can't be the same)
Player 4 - Guernicus Hoplite/Researcher (Beta SG)

Does it make sense for the Border Fortress to be co-located with the Monster Hunters?  Both need to be in a remote area.
Player 6
player, 16 posts
Thu 25 Feb 2021
at 17:35
  • msg #42

Re: Setup

Player 7:
Does it make sense for the Border Fortress to be co-located with the Monster Hunters?  Both need to be in a remote area.


Since, from what I understood, the Border Fortress is meant to be near the Levant Tribunal, which would put it in the Egyptian area, it would make sense for the Sahir to be there. Both because he'd be closer to the Levant, if he wanted to learn from them, and there should be plenty of jinn there, since egypt is the oldest of the islamic nations in north africa.
Player 8
player, 11 posts
Thu 25 Feb 2021
at 21:15
  • msg #43

Re: Setup

If the border fortress is in west Egypt, or somewhere in the Libyan Desert, it would make sense for the Sahir to be there, close to Egypt. I believe there are several oases along that route, and several places where they have found Egyptian style mummies. If you are looking for Fey Jinn, they will be close to, but not on top of, human habitation. And other spirits? Tombs, worship sites for Egyptian gods, and retreats for mystics/gnostics were all in the Libyan Desert.
Player 11
player, 7 posts
Thu 25 Feb 2021
at 22:13
  • msg #44

Re: Setup

In reply to Player 8 (msg # 43):

Yes, my Sahir could be there too, near the non hermetic sahir and full of Spirits. I'l add myself into two covenant considered that they could probably merge.

Player 1 - ex Misc Cult of Dedun (Alpha SG)
Player 2 (Beta SG)
Player 5
Player 14 (Beta SG)
Player 15

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken (Beta SG)
Player 7 - Tytalus Shapeshifter (Beta SG)
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist (Gamma SG)
Player 10 - Merinita Storyteller (Player)
Player 3 - Bjornaer Mystic (Player)
Player 12 - Flambeau Hedge Wizard Hunter (Player)

Spiritual Knowledge (spirits, ghost, entities...) [possible merge with the Deep Wilds Research Covenant?]
*Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)

Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets
Player 16 - Tytalus - Mad Doctor

Boarder Fortress/Deep wilds research covenant (no reason they can't be the same)
Player 4 - Guernicus Hoplite/Researcher (Beta SG)
*Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)
This message was last edited by the player at 22:15, Thu 25 Feb 2021.
Alpha SG
GM, 35 posts
General rules
Thu 25 Feb 2021
at 23:04
  • msg #45

Re: Setup

Player 2 (Beta SG)
Player 5
Player 14 (Beta SG)
Player 15

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken (Beta SG)
Player 7 - Tytalus Shapeshifter (Beta SG)
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist (Gamma SG)
Player 10 - Merinita Storyteller (Player)
Player 3 - Bjornaer Mystic (Player)
Player 12 - Flambeau Hedge Wizard Hunter (Player)

Spiritual Knowledge (spirits, ghost, entities...) [possible merge with the Deep Wilds Research Covenant?]
*Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)
*Player 1 - ex Misc Cult of Dedun (Alpha SG)

Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets
Player 16 - Tytalus - Mad Doctor

Boarder Fortress/Deep wilds research covenant (no reason they can't be the same)
Player 4 - Guernicus Hoplite/Researcher (Beta SG)
*Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)
*Player 1 - ex Misc Cult of Dedun (Alpha SG)
Player 5
player, 1 post
Thu 25 Feb 2021
at 23:56
  • msg #46

Re: Setup

So currently the SG roles seem to be:

Alpha SG
Player 1

Beta SG's
Player 2
Player 4
Player 6
Player 7
Player 14

Gamma SG's
Player 11 (maybe)
Player 13

Please, what roles do we each perceive that we'd like to take on, in SGing this game?
I assume that Betas will likely take a 'Covenant SG' duty: each taking responsibility for one Covenant?
The Alpha will undoubtedly run Tribunal level stories ... but cannot run Covenant based stories as well.  Thats why he invited Betas. And I don't perceive that Gamma SG's are wanting that level of responsibility.
Player 15
player, 1 post
Fri 26 Feb 2021
at 03:27
  • msg #47

Setup

Hello guys!  I didn't get to browse until today, so I'm late to the party.

I've done a little bit of reading on everyone's ideas, and WOW is there a lot to catch up on.

I am happy to play as a Gamma SG, though I don't know if I have the time IRL to dedicate to being a Beta SG. I would love to throw plots at people for their story flaws and random adventuring they desire.

As far as character ideas, I have a few Play-By-Post characters who never got off the ground due to collapsing games, including

Spoiler text: (Highlight or hover over the text to view)
a Bonisagus who got Lycanthropy during apprenticeship[studying magical animals], a Muslim Flambeaux who hates the Sahir sorcerers for torturing him as a child, and a Bjornaer who is trying to steal magic knowledge from local shapeshifter Hedgies.
Like everyone, I have a ton of never-played ideas.

That said, I like making characters for the sagas they're in.  We have a Guernicus already, good. I could easily play a Trianoma who's here to try and keep the Order playing nice with each other, a Tremere troublemaker who's here to help the order prosper (And keep an eye on things), and I always love Bonisagus researchers.  I literally want to play all of these ideas, including those above.

For Companions, I would enjoy playing:
- A redcap, either an older one here supporting his younger family, or a chipper young upstart who's here trying to avoid his older family bullying him.
- An ex-crusader who is sick of fighting and taken a vow to protect people, guided by his guardian angel
- A local who has been outcast for 'dark magic' because he can talk to animals and has Magical Air.
Player 15
player, 5 posts
Fri 26 Feb 2021
at 07:17
  • msg #48

Re: Setup

Current plans due to low attendance, though I'll go anywhere:

Alpha SG:
Player 2 (Beta SG)
Player 5
Player 14 (Beta SG)

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken (Beta SG)
Player 7 - Tytalus Shapeshifter (Beta SG)
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist (Gamma SG)
Player 10 - Merinita Storyteller (Player)
Player 3 - Bjornaer Mystic (Player)
Player 12 - Flambeau Hedge Wizard Hunter (Player)

Spiritual Knowledge (spirits, ghost, entities...) [possible merge with the Deep Wilds Research Covenant?]
*Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)
*Player 1 - ex Misc Cult of Dedun (Alpha SG)

Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets
Player 16 - Tytalus - Mad Doctor
*Player 15 - Tremere or Trianoma Socialite supporting the order

Boarder Fortress/Deep wilds research covenant (no reason they can't be the same)
Player 4 - Guernicus Hoplite/Researcher (Beta SG)
*Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)
*Player 1 - ex Misc Cult of Dedun (Alpha SG)
*Player 15 - Tremere or Trianoma Socialite supporting the order

Player 9
player, 27 posts
Fri 26 Feb 2021
at 08:46
  • [deleted]
  • msg #49

arghhhh

This message was deleted by the player at 08:50, Fri 26 Feb 2021.
Alpha SG
GM, 44 posts
General rules
Fri 26 Feb 2021
at 11:08
  • msg #50

Re: Setup

Player 15:
Current plans due to low attendance, though I'll go anywhere:

Everyone might keep in mind that the Redcap covenant doesn't have low attendance. It probably has the highest since it also has the Redcaps. We might well want one more covenant if things are looking to be about 4 magi per covenant, or we will be heading closer to an average of 5 magi per covenant.
Player 16
player, 5 posts
Fri 26 Feb 2021
at 11:57
  • msg #51

Re: Setup

In reply to Alpha SG (msg # 50):


I'm assuming the Redcaps at the covenant would be "npcs", or am I mistaken?

Question about posting character sheets - I noticed you'd added the named character option for me under details - thanks!  Do we just copy past a sheet into the character description, or do we save that for a text description, and record stats, etc. on our own.  My first time via this format, so want to make sure I'm doing things properly.

Also, I noticed custom spells were encouraged?  If so, can we take some at generation?  I figure a CrAq source of water might be handy for a North African campaign, and summoning a small spring is a pretty manageable effect.

FMB
Alpha SG
GM, 47 posts
General rules
Fri 26 Feb 2021
at 13:14
  • msg #52

Re: Setup

Player 16:
I'm assuming the Redcaps at the covenant would be "npcs", or am I mistaken?

Those would be the companions that were chosen to be Redcaps. Some might live elsewhere if the players choose.

Player 16:
Question about posting character sheets - I noticed you'd added the named character option for me under details - thanks!  Do we just copy past a sheet into the character description, or do we save that for a text description, and record stats, etc. on our own.  My first time via this format, so want to make sure I'm doing things properly.

Yes, just create your sheet (should be editable) and post in your preferred format.

Player 16:
Also, I noticed custom spells were encouraged?  If so, can we take some at generation?  I figure a CrAq source of water might be handy for a North African campaign, and summoning a small spring is a pretty manageable effect.

Yup, encouraged, including a character generation. There is a thread for vetting spells, and vetted spells will be posted on the wiki so everyone can reference them in case they're designing related spells or effects.
Player 2
player, 4 posts
Fri 26 Feb 2021
at 14:08
  • msg #53

Re: Setup



Alpha SG:
Player 2 (Beta SG) Jerbiton (Or Guernicus?) Fraternity of Samos Architect
Player 5
Player 14 (Beta SG)

Monster Hunters / Menagerie
Player 6 - Criamon Animal Ken (Beta SG)
Player 7 - Tytalus Shapeshifter (Beta SG)
Player 8 - Merinita, Strong Fairy Blood, Shape Changer

Hedge recruitment and integration
Player 13 - Lineage of Pralix linguist (Gamma SG)
Player 10 - Merinita Storyteller (Player)
Player 3 - Bjornaer Mystic (Player)
Player 12 - Flambeau Hedge Wizard Hunter (Player)

Spiritual Knowledge (spirits, ghost, entities...) [possible merge with the Deep Wilds Research Covenant?]
*Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)
*Player 1 - ex Misc Cult of Dedun (Alpha SG)

Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):
Player 9 - Verditius - maker of magical carpets
Player 16 - Tytalus - Mad Doctor
*Player 15 - Tremere or Trianoma Socialite supporting the order

Boarder Fortress/Deep wilds research covenant (no reason they can't be the same)
Player 4 - Guernicus Hoplite/Researcher (Beta SG)
*Player 11 - Ex Misc Sahir Ignem specialist (Ifrit summoner?) (Maybe Gamma)
*Player 1 - ex Misc Cult of Dedun (Alpha SG)
*Player 15 - Tremere or Trianoma Socialite supporting the order


I think that it's most sensible for my concept to be attached to the Chapterhouse support covenant. In the original conception of the magus, he was a gifted redcap covenant-raised apprentice who got fostered by a Bonisagus, but the concept requires the use of the Mythic Choreography virtue so I did some tinkering with the backstory and arrived at a Brutal Artist Jerbiton for a similar feel and access to the virtue.
This message was last edited by the player at 14:10, Fri 26 Feb 2021.
Player 12
player, 11 posts
Fri 26 Feb 2021
at 14:37
  • msg #54

Re: Setup

In reply to Player 2 (msg # 53):

Was the only reason for changing concept the book limitations? Because the AlfaSG changed that rule by popular demand. So taking Mythic Choreography on the Gifted Redcap concept would probably be fine. Unless you like your new concept better of course.
Player 16
player, 7 posts
Fri 26 Feb 2021
at 16:49
  • msg #55

Re: Setup

Alpha SG:
Yup, encouraged, including a character generation. There is a thread for vetting spells, and vetted spells will be posted on the wiki so everyone can reference them in case they're designing related spells or effects.



Fantastic.  Spell thread is locked for now, but when it opens, I'll post my "make a spring" spell.

FMB
Player 4
player, 39 posts
Fri 26 Feb 2021
at 16:59
  • msg #56

Re: Setup

Player 16:
Alpha SG:
Yup, encouraged, including a character generation. There is a thread for vetting spells, and vetted spells will be posted on the wiki so everyone can reference them in case they're designing related spells or effects.



Fantastic.  Spell thread is locked for now, but when it opens, I'll post my "make a spring" spell.

FMB

Pretty sure it will stay locked so that it only contains vetted spells. Post the idea in OOC?

Guys are we good having a Spirit interested Fortress on the East side of the Tribunal? Like can we take the question marks off? Being in Egypt makes ghosts and things potentially prevalent. Boarder with Levant and counter claims on Vis sources necessitates a show of strength. Probably a bunch of hedgies, some of which will prefer to die rather than join, or will at least prefer to keep access to their historical vis sources. I think we have the magi for it.
Player 16
player, 9 posts
Fri 26 Feb 2021
at 17:19
  • msg #57

Re: Setup

Player 4:
Pretty sure it will stay locked so that it only contains vetted spells. Post the idea in OOC?


My understanding is that we post drafts to the spell thread, and final versions go to the wiki.

FMB
Player 9
player, 32 posts
Sat 27 Feb 2021
at 07:14
  • msg #58

Near the end.

Hopefully we’ll get the last 3 concepts and covenant wishes soon so we can get settled into groups during the weekend.

With regards to the central/costal redcap covenant I guess somewhere on the coast on the strech from Tripoli, Tunis to Algiers might work well. Not to far across the Mediterranean to more civilized lands and the Hermetic Order.
This message was last edited by the player at 14:21, Sat 27 Feb 2021.
Alpha SG
GM, 82 posts
General rules
Sat 27 Feb 2021
at 15:57
  • msg #59

Near the end.

We're moving along well, and I don't want to lose momentum. So...

It looks like we're starting with four covenants:

Border Fortress / Spiritual Knowledge (B)
Baqir Al-Andalus (Player 11)
Brontion ex Guernicas (Player 4)
Zahrah min bayt Miscellanea (Alpha SG)

Hedge Recruitment & Integration (H)
Longinus ex Merinita (Player 10)
Reiner Corvus ex Bjornaer (Player 3)
Salma ex Miscellanea (Player 13)
? of Flambeau (Player 12)

Monster Hunters / Menagerie (M)
Arnaldo ex Criamon (Player 6)
Jaeger of Merinita (Player 8)
Macrinus of Tytalus (Player 7)

Redcap Chapterhouse (R)
Iapetus of Rennes (Player 16)
Malleus ex Verditius (Player 9)

Those letters are the groups I'll put the magi, companions, etc. in. I'm setting up OOC discussion threads for each of these.

I'll need a few more magus names. You can change later, so a placeholder estimate is fine. Player 15 will want to choose between the two indicated. And the other three will need to choose where to head.
This message was last edited by the GM at 20:43, Sat 27 Feb 2021.
Player 9
player, 33 posts
Sat 27 Feb 2021
at 16:12
  • msg #60

Re: Near the end.

Alpha SG:
Redcap Chapterhouse (R)
Iapetus of Rennes
Malleus ex Verditius (Player 9)


Name given.
Player 3
player, 23 posts
Sat 27 Feb 2021
at 20:39
  • msg #61

Near the end.

In reply to Alpha SG (msg # 59):

quote:
Hedge Recruitment & Integration (H)
Longinus ex Merinita (Player 10)
Salma ex Miscellanea (Player 13)
Reiner Corvus ex Bjornaer (Player 3)
? of Flambeau (Player 12)


Name given.
Player 6
player, 30 posts
Sat 27 Feb 2021
at 20:55
  • msg #62

Near the end.

In reply to Player 3 (msg # 61):

Am interested to hear how Reiner would feel about a covenant filled with shapeshifter Magi...
Player 9
player, 34 posts
Sat 27 Feb 2021
at 21:01
  • msg #63

Re: Near the end.

Player 6:
In reply to Player 3 (msg # 61):
Am interested to hear how Reiner would feel about a covenant filled with shapeshifter Magi...


They are all lost souls who need help.

I guess we'll find out during play.
Player 12
player, 14 posts
Sat 27 Feb 2021
at 21:54
  • msg #64

Re: Near the end.

Alpha SG:
Hedge Recruitment & Integration (H)
Longinus ex Merinita (Player 10)
Reiner Corvus ex Bjornaer (Player 3)
Salma ex Miscellanea (Player 13)
Appolonius of Flambeau (Player 12)


Name given.
Malik ex Verditius
Magus, 1 post
Sat 27 Feb 2021
at 22:02
  • msg #65

Re: Near the end.

Either border fortress or menagerie, not sure which is more focused on exploration.  Or is there enough for another covenant that's wholly exploration-focused?
Player 13
player, 52 posts
Sat 27 Feb 2021
at 22:25
  • msg #66

Re: Near the end.

In reply to Malik ex Verditius (msg # 65):

There was a 5th "library" covenant proposed but as far as I'm aware only one character interested. Anyway, the reason I bring it up is they said they were more interested in setting up a repository of local knowledge which may require exploration.

Just a thought.
Malik ex Verditius
Magus, 2 posts
Sat 27 Feb 2021
at 22:29
  • msg #67

Re: Near the end.

Seems like a good thing to be in whatever we decide is the "main" covenant.  (Where presumably we'll also hold tribunal).

Fortress makes sense for that but I'm not sure what is meant by the "Border" in "Border Fortress".

Malik may also start somewhere and build his mobile, then at tribunal invite anyone to join him who wants to, if such a reshuffle wouldn't be a pain.
Player 6
player, 32 posts
Sat 27 Feb 2021
at 22:34
  • msg #68

Companions

Do people prefer to keep their Companions within their own covenant? or are people open to 'swap'? (You build a companion for a Magus in my covenant, and I build one for a Magus in yours) It would still be best to have an equal number of companions and Magi in each covenant.
Player 4
player, 58 posts
Sat 27 Feb 2021
at 22:35
  • msg #69

Re: Near the end.

We all require exploration. The hunters need to find prey. The defenders need to find enemies. The hedgies need to find hedge traditions. The redcaps need good routes. We all need Vis sources.

I do have plans to build a device to help map the area if that's the exploration you are interested in. Exploration is really easy as a magus it's really what we want to do with the explored areas that is the difference.
Player 13
player, 54 posts
Sat 27 Feb 2021
at 22:41
  • msg #70

Re: Near the end.

In reply to Malik ex Verditius (msg # 67):

Border in that case is that it is close to the Levant Tribunal over in Egypt rather than central to the area our tribunal will cover. If the Redcap Covenant is in or near either Tunis or Tripoli it will be significantly more central. My group's Hedge Integration covenant will likely a little west of there but in an are difficult-ish to travel.


In reply to Player 6 (msg # 68):

I prefer to have my companion and magus at separate coveants but he will likely be at the Redcap one or the library if there's an exploration aspect to it as I imagined from the "collecting local knowledge" thing.
Malik ex Verditius
Magus, 3 posts
Sat 27 Feb 2021
at 22:44
  • msg #71

Re: Near the end.

In reply to Player 4 (msg # 69):

That's a fair point.  What I mean by exploration is traveling hundreds of miles south into totally new territory.
Player 4
player, 59 posts
Sat 27 Feb 2021
at 22:47
  • msg #72

Re: Near the end.

And doing what? If you just what no know what's there come hang out with me, we will build my satellite and we can map the whole place.
Player 14
player, 5 posts
Sat 27 Feb 2021
at 22:50
  • msg #73

Re: Near the end.

There will be stuff not apparent from orbit, but you have a point - satellite to find sites worthy of traveling to and investigating further makes sense
Player 4
player, 61 posts
Sat 27 Feb 2021
at 22:54
  • msg #74

Re: Near the end.

Player 14:
There will be stuff not apparent from orbit, but you have a point - satellite to find sites worthy of traveling to and investigating further makes sense


Eyes of the eagle, true sight of the air, custom spell to heat map auras. Ya, you want to go there eventually, but scrying on a rock floating a few miles below where the sky turns into fire can see a whole lot.
Alpha SG
GM, 101 posts
General rules
Sat 27 Feb 2021
at 23:33
  • msg #75

Re: Near the end.

The those two spells, you needn't even go so high to see incredibly far for the most part since African mostly doesn't have nearly so much as Europe in terms of mountains.
Player 2
player, 5 posts
Sat 27 Feb 2021
at 23:42
  • msg #76

Near the end.

In reply to Alpha SG (msg # 59):

I will send you a character name tonight or tomorrow, but put my Architect character down for the Redcap covenant. It makes the most sense, as presumably once he gets his feet under him, the rest of the tribunal may want to contract his services to assist with construction efforts!
Player 4
player, 63 posts
Sat 27 Feb 2021
at 23:43
  • msg #77

Re: Near the end.

In reply to Alpha SG (msg # 75):

Sure, but height is the basically free part. I'll start popping the enchantments into Spell design at some point. But I think you can canonically use magical senses through a Intellego scrying spell. Just Arcane connection to move my senses to a random rock we have flying over yonder.
Alpha SG
GM, 103 posts
General rules
Sat 27 Feb 2021
at 23:49
  • msg #78

Re: Near the end.

Should I add a library (possibly Tremere block) covenant? There was a suggestion, just looking for at least one or two more magi.
Player 6
player, 34 posts
Sun 28 Feb 2021
at 00:40
  • msg #79

Summae and Tractati

Just a general question, but one I think could  prove interesting, both down the road, and especially if have a library covenant.
What are people's thoughts on actually naming the Summae and Tractati you buy for with your starting p.v.f? I kinda like it, so we can, IC, discuss a book our character has read, when talking among the Magi.
Player 13
player, 58 posts
Sun 28 Feb 2021
at 00:48
  • msg #80

Summae and Tractati

In reply to Player 6 (msg # 79):

I also prefer naming the books in the library and plan to do it for our covenant.
Alpha SG
GM, 105 posts
General rules
Sun 28 Feb 2021
at 00:49
  • msg #81

Re: Summae and Tractati

Hmm... My companion would probably fit well in a library covenant.

Player 6:
What are people's thoughts on actually naming the Summae and Tractati you buy for with your starting p.v.f? I kinda like it, so we can, IC, discuss a book our character has read, when talking among the Magi.

I like it a lot. I like having names for them, but I get exhausted trying to name lots of books myself. It's also useful for game rules because it helps to identify if you've already read the quality-10 tractatus someone is offering or if it's different than that quality-10 tractatus you already read.
Player 3
player, 23 posts
Sun 28 Feb 2021
at 00:52
  • msg #82

Summae and Tractati

In reply to Player 6 (msg # 79):

I always like to name my books and add a bit of a flavor text to them to describe what they're about, in case the name doesn't clarify it enough.

quote:
I like having names for them, but I get exhausted trying to name lots of books myself.


I get that feeling. Busted my brain trying to come up with a good name for my Bjornaer, and then I realized I'll lose it and need a new one once I get around to the Secret Name Initiation. ^^"
This message was last edited by the player at 00:54, Sun 28 Feb 2021.
Player 6
player, 35 posts
Sun 28 Feb 2021
at 00:52
  • msg #83

Re: Summae and Tractati

In reply to Alpha SG (msg # 81):

That's the beauty, each person that brings a book with him, has to name it. That way, it's not your burden to come up with all those names.
Brontion ex Guernicus
Magus, 12 posts
Quaesitor
Terram Magus
Sun 28 Feb 2021
at 03:05
  • msg #84

Re: Summae and Tractati

Pending internal discussion the Boarder Covenant may be set up at or along the path of the modern Suez Canal although I think the Brontion Canal has a nice ring to it...

It changed the views of some of the folk already assigned to the covenant. So I figured it might affect other people's decision making.
Player 14
player, 6 posts
Sun 28 Feb 2021
at 03:47
  • msg #85

Re: Summae and Tractati

PeTe 3 +1 Touch with +8 size mags to Ind...  Suez canal with a tollgate... would that count as interfering with mundanes?
Brontion ex Guernicus
Magus, 13 posts
Quaesitor
Terram Magus
Sun 28 Feb 2021
at 04:01
  • msg #86

Re: Summae and Tractati

Sure... Hardly necessary to do it in one casting... It is a project worthy of a season of work or a season inventing a magic shovel.

Weather it is interference is a Tribunal ruling. But generally no. Tolls are a listed income source in covenants. At most we would have to play a little shell game where we have a pet noble. I would hardly think it's unusual to use magic to improve income sources (there is a whole section on it)

There is no other route it would almost purely bring trade rather than reroute it from other Tribunals (silk road is already collapsed, but Levant might complain still) so it would not bring ruin, at least not enough ruin that anyone would be willing to use one of their 3 motions at grand tribunal on it.

That being said they could say the same thing if we built along one of the land routes and raised prices in Jerusalem. It's just in this case there would be so much additional trade going into Europe that no one would vote against us.
Player 13
player, 59 posts
Sun 28 Feb 2021
at 04:11
  • msg #87

“Suez” covenant

I feel like powerful muslim rulers would want it. Even if you don’t take tolls the placement would be very desirable. Unless it’s an invisible fortress or something, seems like it’s gonna attract a whole lot of unwanted attention. Obviously that can probably be said of at least a few of the covenants we end up with.
Brontion ex Guernicus
Magus, 14 posts
Quaesitor
Terram Magus
Sun 28 Feb 2021
at 04:28
  • msg #88

“Suez” covenant

Yes, there is a potential for story hooks. It's an issue with any civilized area. No ruler likes a fortification manned by heavily armed soldiers in their back yard. It happens all the time in every other tribunal.

Fortunately it doesn't disrupt trade between the local rulers, Alexandria can trade with Jerusalem with no issue. A third port stocked with luxury good from India and East Africa would be good for everyone. They might bitch about it but it's a wealthy city a hundred or more miles across desert, they know they can't really control it.
Player 9
player, 36 posts
Sun 28 Feb 2021
at 05:01
  • msg #89

Re: Near the end.

Player 13:
In reply to Malik ex Verditius (msg # 65):
There was a 5th "library" covenant proposed but as far as I'm aware only one character interested. Anyway, the reason I bring it up is they said they were more interested in setting up a repository of local knowledge which may require exploration.


Malik ex Verditius:
Seems like a good thing to be in whatever we decide is the "main" covenant.  (Where presumably we'll also hold tribunal).


The tribunal could be held at different sites each time, just like in the Normandy Tribunal.
With all covenants being recently established this feels like a good option as no covenant will be the old and important covenant.
Player 13
player, 60 posts
Sun 28 Feb 2021
at 05:06
  • msg #90

Re: Near the end.

Yeah, Provencal Tribunal moves the Tribunal meeting around as well. That said, most places are going to be hosting in tents anytime in the near future except, probably an urban covenant (such as the Redcap one) or the “instacastle” one though that’s the least central, far as I know.
Player 4
player, 65 posts
Sun 28 Feb 2021
at 05:16
  • msg #91

Re: Near the end.

Player 9:
The tribunal could be held at different sites each time, just like in the Normandy Tribunal.
With all covenants being recently established this feels like a good option as no covenant will be the old and important covenant.


I figured that's how it would go. Or maybe a neutral location if we could decide on one. Or the geographically central most one if they are cool.

My Magus would be fine with drawing lots for the order or something equally random. It's not worth the time of magi to argue over where a meeting is going to be held.

If we can arrange travel I'm happy to Conjure Mystic Towers all around, perhaps even on credit. My version might have to be slightly lower level, Finesse roll rather than Elaborate design mags.
Player 15
player, 14 posts
Sun 28 Feb 2021
at 05:43
  • msg #92

Re: Near the end.

I still need to see what's going on with my covenant and character, so it's hard to make decisions.
Player 9
player, 37 posts
Sun 28 Feb 2021
at 06:47
  • msg #93

Last players

Seems like players 2, 5, 14 and 15 still have to make up their mind.
I guess that makes room for another covenant if 2 or more of them go for the same theme.


quote:
Border Fortress / Spiritual Knowledge (B)
Baqir Al-Andalus (Player 11)
Brontion ex Guernicas (Player 4)
Zahrah min bayt Miscellanea (Alpha SG)

Hedge Recruitment & Integration (H)
Longinus ex Merinita (Player 10)
Reiner Corvus ex Bjornaer (Player 3)
Salma ex Miscellanea (Player 13)
? of Flambeau (Player 12)

Monster Hunters / Menagerie (M)
Arnaldo ex Criamon (Player 6)
Jaeger of Merinita (Player 8)
Macrinus of Tytalus (Player 7)

Redcap Chapterhouse (R)
Iapetus of Rennes (Player 16)
Malleus ex Verditius (Player 9)

Player 14
player, 8 posts
Sun 28 Feb 2021
at 07:44
  • msg #94

Last players

I don't really see the benefit to rotating tribunal to different covenants.  I think it makes more sense to invest in a well-defended place that's remote to mundane lords, where tribunal resources can be kept, and a good setup for copying, big library, etc., and a central location that everyone can travel to.

One thing most tribunals don't do that I think we could is to have centralized shared resources that make things easier for member covenants.  Such as the library, a center for training grogs in various roles, vis exchange, etc.

Some of those could be considered redcap functions but I think it's better to have it under tribunal control rather than the redcaps.
Player 9
player, 39 posts
Sun 28 Feb 2021
at 07:53
  • msg #95

Tribunal library

The Maghreb Center of Hermetic Excellence.

I’m sure we could work something out where everyone contributes a certain amount of work every tribunal period. That would make sure we get some books, vis and other things fairly quick. It’s not like we’ve been hoarding for centuries like the other tribunals.
Player 15
player, 15 posts
Sun 28 Feb 2021
at 08:00
  • msg #96

Re: Last players

Player 14:
I don't really see the benefit to rotating tribunal to different covenants.  I think it makes more sense to invest in a well-defended place that's remote to mundane lords, where tribunal resources can be kept, and a good setup for copying, big library, etc., and a central location that everyone can travel to.

One thing most tribunals don't do that I think we could is to have centralized shared resources that make things easier for member covenants.  Such as the library, a center for training grogs in various roles, vis exchange, etc.

Some of those could be considered redcap functions but I think it's better to have it under tribunal control rather than the redcaps.


This sounds like the sort of thing the Tremere would support and build a covenant for...
Player 7
player, 18 posts
Sun 28 Feb 2021
at 08:10
  • msg #97

Re: Last players

In reply to Player 15 (msg # 96):

I don't know that having a centralized library is the best idea. I'd be willing to support a rule that any Maghreb magus in good standing has permission to study at another covenant for a season a year. Longer terms can be negotiated.
Player 9
player, 40 posts
Sun 28 Feb 2021
at 08:19
  • msg #98

Re: Last players

Player 7:
In reply to Player 15 (msg # 96):

I don't know that having a centralized library is the best idea. I'd be willing to support a rule that any Maghreb magus in good standing has permission to study at another covenant for a season a year. Longer terms can be negotiated.


I suggest looking at the Laws of Hospitality and the Peregrinatores part (pg. 20) of Guardians of the Forest. The Rhine tribunal has a similar system in place.
Player 16
player, 18 posts
Sun 28 Feb 2021
at 11:59
  • msg #99

Re: Last players

In reply to Player 9 (msg # 98):


The Chapter House covenant is already planning to create high quality guest labs and quarters - you know, for when the rest of you want to shake the sand off your shoes, and spend a little time in civilization.  All for a small consideration, of course, friends and family rates apply.

FMB
Player 8
player, 17 posts
Jaegar of Merinita
Sun 28 Feb 2021
at 12:57
  • msg #100

Re: Last players

Player 7:
In reply to Player 15 (msg # 96):

I don't know that having a centralized library is the best idea. I'd be willing to support a rule that any Maghreb magus in good standing has permission to study at another covenant for a season a year. Longer terms can be negotiated.

I like the idea of "reasonable" (one season per year) "reciprocal" (same rules for every covenant) scribal hospitality. The requirements being membership in a recognized tribunal covenant. Peregrinatores paying is fine, for the future, but these are ideas to be discussed at our first tribunal. That way everyone has a chance to get their covenant up and running.
Player 13
player, 62 posts
Sun 28 Feb 2021
at 13:05
  • msg #101

Last players

In reply to Player 14 (msg # 94):

I get how Thebes does it, they have a floating magical island but how would you suggest keeping a central location that has sources of water safe when magi aren’t there?
Giovanni of Mercere
Companion, 1 post
Sun 28 Feb 2021
at 13:28
  • msg #102

Last players

Giovanni the Redcap (Companion) will be joining the Chapterhouse Covenant. I am still in the process of writing him up. Right now he is from the Roman Tribunal, and is one of the Redcaps sent on the exploration team to North Africa. He is very good with languages, and wants to write "The" Travel Guide to Africa.
Alpha SG
GM, 113 posts
General rules
Sun 28 Feb 2021
at 13:53
  • msg #103

Re: Near the end.

Still unknown:
Player 14 (Beta SG)


Temporarily adding the library/Tremere covenant to see what might be:

Border Fortress / Spiritual Knowledge (B)
Baqir Al-Andalus (Player 11, maybe Gamma SG)
Brontion ex Guernicas (Player 4, Beta SG)
Zahrah min bayt Miscellanea (Alpha SG)

Hedge Recruitment & Integration (H)
Appolonius of Flambeau (Player 12)
Longinus ex Merinita (Player 10)
Reiner Corvus ex Bjornaer (Player 3)
Salma ex Miscellanea (Player 13, Gamma SG)

Library / Tremere (L)
? of Tremere (Player 15)

Monster Hunters / Menagerie (M)
Arnaldo ex Criamon (Player 6, Beta SG)
Jaeger of Merinita (Player 8, ?)
Macrinus of Tytalus (Player 7, Beta SG)

Redcap Chapterhouse (R)
Iapetus of Rennes (Player 16, ?)
Malleus ex Verditius (Player 9, ?)
Player 2 (Beta SG) Jerbiton (Or Guernicus?) Fraternity of Samos Architect

Itinerant, at least for now
Andre ex Miscellanea (Player 5, Beta SG)
This message was last edited by the GM at 15:17, Sun 28 Feb 2021.
Alpha SG
GM, 114 posts
General rules
Sun 28 Feb 2021
at 14:04
  • msg #104

Re: Near the end.

Noticing that covenants have already roughly chosen locations they'd prefer in their discussions, I think it would be best if I were to adjust how locations are provided. After all, it would be silly for me to write up a bunch of sites you're clearly not going to choose alongside sites you are going to choose. Let's just create the covenant Hooks/Boons within our OOC covenant discussions. My plan had been for each to have Aura +5 and up to 5 more points of Boons. So you get to work with up to 7 points of Boons, balanced by Hooks. Remember that there are probably no buildings nor other existing things at the moment. If there is an empty fort you're moving into or similar, then you might spend points on buildings. But generally you're choosing Boons / Hooks based on the location and what settling there will result in, not based on what you'll end up building there in the future.
Player 2
player, 6 posts
Sun 28 Feb 2021
at 14:37
  • msg #105

Re: Near the end.

In reply to Alpha SG (msg # 103):

Er, little confused: Redcap covenant please?
Alpha SG
GM, 116 posts
General rules
Sun 28 Feb 2021
at 14:38
  • msg #106

Re: Near the end.

Player 2:
Er, little confused

Can I help?
Player 12
player, 15 posts
Sun 28 Feb 2021
at 15:16
  • msg #107

Re: Near the end.

In reply to Alpha SG (msg # 103):

I replied last you checked for names, but I guess that post was overlooked.

Add me as:
Appolonius of Flambeau (Player 12)
Alpha SG
GM, 117 posts
General rules
Sun 28 Feb 2021
at 15:19
  • msg #108

Re: Near the end.

Sorry. I've kept pretty good track, I think. But I definitely lost that one. I've updated it above.

And I added Player 2 to a covenant as well. Player 2, send me a name, and I'll create a character for you.
Alpha SG
GM, 120 posts
General rules
Sun 28 Feb 2021
at 15:58
  • msg #109

Re: Near the end.

Since the groups are now building the covenant sites, we should make sure we don't build on top of each other by accident. Let's post intended sites for the the covenants here.
Player 13
player, 64 posts
Sun 28 Feb 2021
at 16:05
  • msg #110

Re: Near the end.

The Hedge Relations (HR) covenant is still deciding sites but we will likely be in the mountains of Algeria, nearish to the desert.
Player 4
player, 66 posts
Sun 28 Feb 2021
at 16:31
  • msg #111

Re: Near the end.

A-SG if you have better location ideas I'm open. It just seemed like the only thing to talk about in the covenant threads.
Alpha SG
GM, 122 posts
General rules
Sun 28 Feb 2021
at 16:34
  • msg #112

Re: Near the end.

In reply to Player 4 (msg # 111):

No. I like where people are headed. I just want to make sure we don't accidentally have, for example, two covenants at the same Roman ruins in the Carthage area. It looks like one will be in the Atlas Mountains, out west. Another will be near Suez. The remaining two I'm less sure of, but I think they're aiming for noticeably different spots. Transportation for tribunal meetings will matter with these distances, but it will be manageable for magi.
Player 4
player, 67 posts
Sun 28 Feb 2021
at 16:46
  • msg #113

Re: Near the end.

Right. Theoretically our Tribunal is as big as the test of europe combined if some one builds decently far south.

In time breaking into Carthage, Meghereb, and probably more would be prudent. But with so few magi it's not an option other than to just hold the whole area.

Another good reason to have strong laws on theft but weak ones on surveillance...
Player 16
player, 20 posts
Sun 28 Feb 2021
at 19:32
  • msg #114

Re: Near the end.

In reply to Player 4 (msg # 113):

Redcap chapterhouse is leaning towards the outskirts of Tunis.  Details to follow.

P16/Iapetus
Player 2
player, 7 posts
Sun 28 Feb 2021
at 19:33
  • msg #115

Re: Near the end.

Player 16:
In reply to Player 4 (msg # 113):

Redcap chapterhouse is leaning towards the outskirts of Tunis.  Details to follow.

P16/Iapetus


Are there separate hidden threads for the various covenants to discuss in?
Player 16
player, 21 posts
Sun 28 Feb 2021
at 19:39
  • msg #116

Re: Near the end.

In reply to Player 2 (msg # 115):

Dunno about hidden, exactly, but Alpha adds us to a covenant specific thread for talking through setup stuff.  Come to Tunis, the weather is lovely.
Brontion ex Guernicus
Magus, 18 posts
Quaesitor
Terram Magus
Sun 28 Feb 2021
at 19:43
  • msg #117

Re: Near the end.

Player 2:
Are there separate hidden threads for the various covenants to discuss in?

Yes, People's magi and companions are in them if they have declared for a covenant.

They are in separate groups so they are hidden from people not in the groups. Not sure it is necessary at this point, but I suppose otherwise we would have the peanut galley offering opinions on things that are none of their business. Like how we are all secret infernalists, except the Sahir who is obviously an open infernalist by tradition.

That's why I reported the location back to this thread for the boarder covenant. In case the region sparked the imagination.
Alpha SG
GM, 125 posts
General rules
Sun 28 Feb 2021
at 19:44
  • msg #118

Re: Near the end.

Player 2:
Are there separate hidden threads for the various covenants to discuss in?

Essentially, yes. I've put each covenant in an RPoL group, as noted in parentheses above.
Player 2
player, 8 posts
Sun 28 Feb 2021
at 19:51
  • msg #119

Re: Near the end.

In reply to Alpha SG (msg # 118):

Ah, my confusion was the result of not being able to see much of the discussion being referenced, a lot of it really doesn't make much sense without context.
Player 15
player, 16 posts
Sun 28 Feb 2021
at 19:58
  • msg #120

Re: Near the end.

In reply to Player 2 (msg # 119):

I certainly understand that.  I only recently realized that everyone else was already into building covenants while I was still trying to figure out what covenants are here and what characters are being played.
Player 14
player, 9 posts
Sun 28 Feb 2021
at 20:06
  • msg #121

Re: Near the end.

Is anyone interested in Iter Praeter Caput Saxi/Agisymba? (Mythic Africa pg 71).

Seems fitting for either the menagerie covenant or the library covenant (if we're going to have the latter).

I see my indecisiveness has kept me off a particular list, sorry.  If there's actually going to be a central covenant I'd like that one.  Otherwise I guess I'll choose the menagerie/monster hunters.
Player 4
player, 68 posts
Sun 28 Feb 2021
at 20:10
  • msg #122

Re: Near the end.

Alpha SG:
Still unknown:
Player 14 (Beta SG)


Temporarily adding the library/Tremere covenant to see what might be:

Border Fortress / Spiritual Knowledge (B) tentatively located at the Mediterranean side of the Suez Canal
Baqir Al-Andalus (Player 11, maybe Gamma SG)
Brontion ex Guernicas (Player 4, Beta SG)
Zahrah min bayt Miscellanea (Alpha SG)

Hedge Recruitment & Integration (H)
Appolonius of Flambeau (Player 12)
Longinus ex Merinita (Player 10)
Reiner Corvus ex Bjornaer (Player 3)
Salma ex Miscellanea (Player 13, Gamma SG)

Library / Tremere (L)
? of Tremere (Player 15)

Monster Hunters / Menagerie (M)
Arnaldo ex Criamon (Player 6, Beta SG)
Jaeger of Merinita (Player 8, ?)
Macrinus of Tytalus (Player 7, Beta SG)

Redcap Chapterhouse (R) tentatively located in Tunis
Iapetus of Rennes (Player 16, ?)
Malleus ex Verditius (Player 9, ?)
Player 2 (Beta SG) Jerbiton (Or Guernicus?) Fraternity of Samos Architect

Itinerant, at least for now
Andre ex Miscellanea (Player 5, Beta SG)


Right this thread has started to clog a bit. Added what we know about them publicly. I think a lot of Magi have descriptions available if you click on their names in the Cast area.

I don't think many of us have been having conversation based on private information. At least not that I have noticed.

I don't think we have agreed on a central covenant, not can agree on one. Especially since we don't even have pots to piss in yet in terms of covenants. I plan on my covenant to be great and thriving, easily the most important covenant in the region. But do does everyone else.
Player 15
player, 17 posts
Sun 28 Feb 2021
at 20:19
  • msg #123

Re: Near the end.

Player 14:
Is anyone interested in Iter Praeter Caput Saxi/Agisymba? (Mythic Africa pg 71).

Seems fitting for either the menagerie covenant or the library covenant (if we're going to have the latter).

I see my indecisiveness has kept me off a particular list, sorry.  If there's actually going to be a central covenant I'd like that one.  Otherwise I guess I'll choose the menagerie/monster hunters.


Nobody showed any interest in rebuilding the Library of Alexandria, I'm afraid.
Probably because they all had settled on their ideas before I had a chance to suggest it.  I did get in here pretty late.  I may have to try a new character idea since the Tremere got left in the sand and dust.
Player 2
player, 10 posts
Sun 28 Feb 2021
at 20:21
  • msg #124

Re: Near the end.

Player 15:
Player 14:
Is anyone interested in Iter Praeter Caput Saxi/Agisymba? (Mythic Africa pg 71).

Seems fitting for either the menagerie covenant or the library covenant (if we're going to have the latter).

I see my indecisiveness has kept me off a particular list, sorry.  If there's actually going to be a central covenant I'd like that one.  Otherwise I guess I'll choose the menagerie/monster hunters.


Nobody showed any interest in rebuilding the Library of Alexandria, I'm afraid.
Probably because they all had settled on their ideas before I had a chance to suggest it.  I did get in here pretty late.  I may have to try a new character idea since the Tremere got left in the sand and dust.


I do have: "Driven (Rival the Ancient Library of Alexandria)" on my character sheet, that's my whole character concept!
Player 15
player, 18 posts
Sun 28 Feb 2021
at 20:26
  • msg #125

Re: Near the end.

Player 2:
I do have: "Driven (Rival the Ancient Library of Alexandria)" on my character sheet, that's my whole character concept!

Apologies, I haven't looked at your character sheet, and keeping track of such things in these busy posts is a bit difficult at times. Alls I knew about your character is you're a Jerbiton cultist who hangs out with Redcaps. ;)
Player 13
player, 67 posts
Sun 28 Feb 2021
at 20:26
  • msg #126

Re: Near the end.

Player 2:
I do have: "Driven (Rival the Ancient Library of Alexandria)" on my character sheet, that's my whole character concept!

Sounds like you and the Tremere should have a two person covenant focused on this. 5 covenants is probably better in case of failure of one covenant.
Player 4
player, 69 posts
Sun 28 Feb 2021
at 20:42
  • msg #127

Re: Near the end.

Get creative and find ways to combine covenants. That's how I got mine going. There is no reason the Redcaps can't maintain a Library in our Tribunal. Makes sense that they could collect books and things from the rest us since they have services to offer and go to the covenants all over the Tribunal.
Malleus ex Verditius
Magus, 11 posts
Sun 28 Feb 2021
at 20:43
  • msg #128

covenant locations

Alpha SG:
In reply to Player 4 (msg # 111):

No. I like where people are headed. I just want to make sure we don't accidentally have, for example, two covenants at the same Roman ruins in the Carthage area.


We, the urban/coastal redcap folks have set our eyes on just those roman ruins in the Carthage area.

And looking at the other covenant ideas it does not look like we'll have a lot of competition for the ruins.
Arnaldo ex Criamon
Magus, 16 posts
Sun 28 Feb 2021
at 21:09
  • msg #129

Re: Near the end.

The Monster Hunter/Menagerie is currently planning to be based in Ghadames, an oasis due south from Tunis, in the desert, on a trade route to subsahara.
Player 4
player, 70 posts
Sun 28 Feb 2021
at 21:29
  • msg #130

Re: Near the end.

Arnaldo ex Criamon:
The Monster Hunter/Menagerie is currently planning to be based in Ghadames, an oasis due south from Tunis, in the desert, on a trade route to subsahara.

You guys should keep going south to the national park. It has pretty cool caves.
Arnaldo ex Criamon
Magus, 19 posts
Sun 28 Feb 2021
at 21:30
  • msg #131

Re: Near the end.

Caves are not very conductive for breeding birds of prey...
Brontion ex Guernicus
Magus, 20 posts
Quaesitor
Terram Magus
Sun 28 Feb 2021
at 21:35
  • msg #132

Re: Near the end.

Arnaldo ex Criamon:
Caves are not very conductive for breeding birds of prey...

Relatively high mountains on the other hand...

Interesting city I suppose.
Alpha SG
GM, 126 posts
General rules
Sun 28 Feb 2021
at 21:55
  • msg #133

Re: Near the end.

Should I set up that 2-magus library covenant? Other players might well get involved with companions, too.
Player 15
player, 19 posts
Sun 28 Feb 2021
at 22:22
  • msg #134

Re: Near the end.

Alpha SG:
Should I set up that 2-magus library covenant? Other players might well get involved with companions, too.

Two or three magi could give us a fifth covenant, otherwise I'll be offering my services as a librarian to whoever is willing.
Player 14
player, 10 posts
Sun 28 Feb 2021
at 22:23
  • msg #135

Re: Near the end.

I'll go in for the library covenant.  (not sure if you were counting me already or not).
Player 2
player, 11 posts
Sun 28 Feb 2021
at 22:23
  • msg #136

Re: Near the end.

In reply to Alpha SG (msg # 133):

Personally, no.

The Library of Alexandria was so great in its day because it sat in a major port and the Ptolemies seized and copied all scrolls entering the port, as well as funding the acquisition of texts.

Besides, the form of institution my character is interested in eventually building is inspired by the rise of Universities, the largest of which is a few days sail straight north from Tunis. A kind of university that also potentially centralizes and mixes the cruddier parts of training apprentices (teaching latin?) with mundane scholasticism.

A redcap chapterhouse in a new Tribunal, that by its new Spring nature will encourage the public sharing of resources, suits my concept fine!
This message was last edited by the player at 22:25, Sun 28 Feb 2021.
Alpha SG
GM, 133 posts
General rules
Sun 28 Feb 2021
at 23:16
  • msg #137

Re: Near the end.

I guess the question is if Players 14 and 15's ideas of a library would suit Player 2's ideas well. Then it could be a 3-magus covenant, which is about the average. Or if 14 and 15 are happy with two magi in the covenant so it's a go even without Player 2.
This message was last edited by the GM at 23:18, Sun 28 Feb 2021.
Brontion ex Guernicus
Magus, 21 posts
Quaesitor
Terram Magus
Sun 28 Feb 2021
at 23:54
  • msg #138

Re: Near the end.

Just saying the new gateway to the east might have a lot of traffic that might carry books. We could totally pull off the old search, seize, copy, and return move.

Copying books with magic is nigh impossible right? Since otherwise we would have it solved...

Actually... That gives me a companion idea...
Player 2
player, 12 posts
Mon 1 Mar 2021
at 00:13
  • msg #139

Re: Near the end.

In reply to Brontion ex Guernicus (msg # 138):

Copying raw books is, but if the contents are [more or less manually] transferred to a more ordered medium like engraved plates, it's not hard to copy that.
Player 13
player, 68 posts
Mon 1 Mar 2021
at 00:18
  • msg #140

Library Covenant

I could base my redcap character at the Library covenant, then it'd be 3 magi... sorta. Sometimes they do that because they get free and better living arrangements from the magi rather than having to pay "rent" to the chapterhouse.

Speaking of, let's give him a name: Qais el-Sarwar
Player 4
player, 71 posts
Mon 1 Mar 2021
at 00:51
  • msg #141

Re: Near the end.

In reply to Player 2 (msg # 139):

I'm already pretty solid with my concept but vomiting them to memory is just a ritual. I know a leper magic can do it easy enough but I'm not sure if Imbued can without supplemental vis or being mercurian.
Alpha SG
GM, 135 posts
General rules
Mon 1 Mar 2021
at 00:54
  • msg #142

Re: Near the end.

Brontion ex Guernicus:
Copying books with magic is nigh impossible right? Since otherwise we would have it solved...

Twinning the Tome (HoH: TL p.101-102).
Alpha SG
GM, 137 posts
General rules
Mon 1 Mar 2021
at 01:22
  • msg #143

Re: Near the end.

OK. I've created the library covenant. Sounds like we have two magi and maybe a couple companions interested in it.
Player 13
player, 69 posts
Mon 1 Mar 2021
at 01:50
  • msg #144

Re: Near the end.

Might have gotten lost at the end of my message. I gave my redcap companion a name:

Qais el-Sarwar
Player 4
player, 72 posts
Mon 1 Mar 2021
at 02:03
  • msg #145

Re: Near the end.

Alpha SG:
Brontion ex Guernicus:
Copying books with magic is nigh impossible right? Since otherwise we would have it solved...

Twinning the Tome (HoH: TL p.101-102).

Right a high enough spell to summon a sentient creature to copy the whole thing for you...

Seems you should be able to Rego Craft them. Momentarily put the whole book into a memory palace then rego write it all back down...
TBD 2
Magus, 1 post
Mon 1 Mar 2021
at 02:17
  • msg #146

Re: Near the end.

In reply to Player 4 (msg # 145):

Considering I'm playing a magus who is concerned with the upkeep, repair, and creation of books... I am interested in the rulings for those techniques.

Also, Currently planning on the character being Vespera of Tremere, though I still might be a Trianoma.
Alpha SG
GM, 140 posts
General rules
Mon 1 Mar 2021
at 02:35
  • msg #147

Re: Near the end.

In reply to TBD 2 (msg # 146):

Summoning a sentient creature could work, if it's got the right languages and skills. Cheaper to have a scribe working for you.

Yes, if you have a book in a memory palace, you can use Rego craft magic to scribe the book, saving you time. Binding it and the like could also be done via magic. If you're considering this, I highly recommend Puissant Finesse and similar stuff.
Brontion ex Guernicus
Magus, 22 posts
Quaesitor
Terram Magus
Mon 1 Mar 2021
at 02:38
  • msg #148

Re: Near the end.

Moving this discussion to spell Design?
Player 15
player, 20 posts
Mon 1 Mar 2021
at 02:43
  • msg #149

Re: Near the end.

In reply to Alpha SG (msg # 147):

Vespera is planning on being quite focused on rego crafting with magic.  And also as sociable as possible.  A library is the hub of the Magi after all.  Chatty librarian.

As I study on magics to repair, upkeep, and improve books, I will be happy to help your libraries as well. ;)
Player 9
player, 41 posts
Mon 1 Mar 2021
at 09:25
  • msg #150

Re: Near the end.

Player 13:
The Hedge Relations (HR) covenant is still deciding sites but we will likely be in the mountains of Algeria, nearish to the desert.


That stretch is a good 800km long so if you keep to the eastern part Algeria we can try to keep a bit centralized.

On the other hand Suez to Tunisia, where both the redcaps and the menagerie wish to be, is 2000 km so we'll have great distances anyway. If we could pull the Border Fortress / Spiritual Knowledge covenant a bit west, maybe into modern day Libya we'll reduce the distances a lot. Maybe the Aguila oasis could work.

I've put it into a google map.
Feel free to mess around with it.


https://www.google.com/maps/d/...yfhQ&usp=sharing


The trade route map
https://easyzoom.com/imageacce...40d4969c14156bb6836f
This message was last edited by the player at 10:06, Mon 01 Mar 2021.
Player 5
player, 2 posts
Mon 1 Mar 2021
at 09:46
  • msg #151

Re: Near the end.

Nice map.

I like maps.

And this one is good.
Player 12
player, 20 posts
Mon 1 Mar 2021
at 12:23
  • msg #152

Re: Near the end.

In reply to Player 9 (msg # 150):

Yeah, the Border Fortress / Spiritual Knowledge covenant looks a bit... distant, from all other covenants. Far removed enough that it would almost make more sense for them to ask the Levant Tribunal to take them in.
Player 4
player, 73 posts
Mon 1 Mar 2021
at 12:55
  • msg #153

Re: Near the end.

It's probably faster to get from Tunisia to Suez covenant than it is to get to the hunter covenant, 2000km over land vs 3600km over water.

Strictly speaking for me I don't care where we set the boarder but building the canal was a cool idea to me (it was my idea) it being close to the Levant was the point for me. Being in Egypt was a selling point for my sodales interested in Jinn and Ghosts respectivly.

No idea where Jinn are found. The ancient caves in the national park south of y'all could hold interest for my necromancer (antediluvian ghosts, etc.)
Player 11
player, 9 posts
Mon 1 Mar 2021
at 13:00
  • msg #154

Re: Near the end.

In reply to Player 4 (msg # 153):

We could probably set the covenant near Siwa or closer to the Nile and we could also build the canal. I don't think they are mutual exclusive (even though the canal building will take more time).
Player 4
player, 75 posts
Mon 1 Mar 2021
at 13:07
  • msg #155

Re: Near the end.

Sure. But at that point we are still a million miles away and less convenient for travel, like with the other guys, it would literally take longer to get to us there (unless you are flying or teleporting and the timing becomes way shorter anyway).

Tassili N'Ajjer National Park stuck out to me as a good spot for magic auras. But what we are defending against becomes a lot more ill defined (granted that is only my hang up).

It's not a huge deal. We are going to use magic to get around anyway. Maybe we get a mercer portal between the Boarder and the Redcap house sooner rather than later.

EDIT: Also Suez is as close to the boarder of the Levant as Tunis is to Sicily. Our overreach on territory claim is other people' problem not ours. If covenants back fill between us and join Levant then we have an issue and political story hooks.
This message was last edited by the player at 13:16, Mon 01 Mar 2021.
Player 9
player, 43 posts
Mon 1 Mar 2021
at 13:35
  • msg #156

Re: Near the end.

In reply to Player 4 (msg # 155):

4th ed Blood and Sand has two Levant covenants east of Suez, one in Damietta and one by the pyramids of Giza.

So the Suez area would be well within the Levant tribunal going by that book.

In 5th ed it's a bit more fuzzy.
Brontion ex Guernicus
Magus, 31 posts
Quaesitor
Terram Magus
Mon 1 Mar 2021
at 13:45
  • msg #157

Re: Near the end.

In this edition's core book Levant doesn't go past Jerusalem we should be well outside of their boarders by any reasonable measure. But authors move the boarders all the time when they write Tribunal books.
Alpha SG
GM, 152 posts
General rules
Mon 1 Mar 2021
at 13:49
  • msg #158

Re: Near the end.

In reply to Player 9 (msg # 156):

I see. Interesting. Well, it is supposed to be a border covenant with those issues.

The 5e map keeps the Levant beyond the Sinai Peninsula. Oddly, though, that map also puts Damietta on the Sinai Peninsula, even though it's not at the eastern-most of the Nile river heads. However, LotN is 5e and it says this:

quote:
The Fifth Crusade made landfall in Damietta in 1218, and is preparing for an attack on Cairo. An actively crusader covenant may decide to establish itself in the Nile region in order to dodge the Order’s rules on interference with the mundanes, believing their presence in a land without Tribunal membership frees them from the potential charge of “endangering the Order through my actions,” or “bringing ruin upon my sodales.” Without Hermetic neighbors, without regional residents, they might believe there is no one to accuse them and no place to bring charges, and at first this might well be true. However, their actions may force other covenants in the Roman or Levant Tribunals to send magi to establish a presence in the area. Covenants may have other reasons for seeking the Hermetic frontier. To a covenant tired of political maneuvering or bitter about the limitations of established tradition in a Peripheral Code, the idea of establishing an unsupervised covenant may seem very attractive.


So I think we can stick with LotN and say the Levant Tribunal does not quite stretch this far, but it might well contest the border, which is partly what was desired as a Hook for the border fortress, if I'm not mistaken.
Arnaldo ex Criamon
Magus, 23 posts
Mon 1 Mar 2021
at 13:53
  • msg #159

Re: Near the end.

While the Border Covenant is far, we're spread across a vast area, so it makes sense for there to be distances between the covenants, and i envision that if such a sage continues, and move covenants, form, it could eventually split into two Tribunals, one for Egypt, Lybia, and Sudan, and the other for Algeria, Tunis, Morocco, or some such.

And I'd imagine that the Levant's borders are ambiguous because it's in a constant flux due to the crusades and jihads. And that pressure will only make it harder for them to push back on our Tribunal blocking them in the south, especially if the territory of our Tribunal is created wholecloth in Harco. It might be an issue raised in the Grand Tribunal, but that remains to be seen.
Alpha SG
GM, 155 posts
General rules
Mon 1 Mar 2021
at 14:23
  • msg #160

Next two things

Several people have given me names for companions, and I've opened those characters. Everyone else can start sending names along. Again, if you wanted a Redcap, please do so; but if you were just willing to do so to make sure we have enough, use a different idea. Then we can start assigning these companions to the various covenants, as it looks like many covenants are narrowing in on their decisions.

The other immediate thing will be vis sources. I don't think I can come up with a enough interesting ones for so many covenants. This is where the creativity of the many is so useful. As I'd mentioned before, this will be fairly uniform across covenants regardless of size. Each covenant should come up with 15 pawns/year of interesting sources, no more than 5 pawns/year of which are for Techniques. You can skip the "interesting" part and just name an Art and an amount, but then you're capped at 10 pawns/year, max 3 pawns/year of Techniques. These are the sources that will be found within the first year or so of exploring your area, none of which are immediately known to the characters before setting out.
Alpha SG
GM, 157 posts
General rules
Mon 1 Mar 2021
at 14:39
  • msg #161

Next two things

Also, in building libraries, I highly recommend looking at Through the Aegis. Every book in every library there is named; so that's pretty cool.
Arnaldo ex Criamon
Magus, 25 posts
Mon 1 Mar 2021
at 15:07
  • msg #162

Next two things

In reply to Alpha SG (msg # 160):

The Atlas Forums had, at least this past December, or November, a trhead where someone posted a bunch of Vis Sources
Alpha SG
GM, 181 posts
General rules
Tue 2 Mar 2021
at 14:44
  • msg #163

Next two things

Hmm... In building libraries, I'm wondering. To avoid as much min-maxing while also encouraging continuity with canonically written stuff, maybe I should provide a cost reduction for books actually written up in any of the ArM5 line (e.g. TL&TL, HoH:S, TTA)? Does that sound good? Not something huge, but something to encourage it. TTA alone has a huge selection. What if there were a 10% discount at game start on canonical books (not adjusting the cost of roots and real-world books, since those are already low)?
Player 12
player, 22 posts
Tue 2 Mar 2021
at 14:55
  • msg #164

Next two things

In reply to Alpha SG (msg # 163):

Sounds good to me.
Player 9
player, 48 posts
Tue 2 Mar 2021
at 14:56
  • msg #165

Next two things

In reply to Alpha SG (msg # 163):

Nobody is going to object to discount summae. ;)
Alpha SG
GM, 182 posts
General rules
Tue 2 Mar 2021
at 15:02
  • msg #166

Next two things

Good point. Hopefully it's enough of a discount that it will encourage that flavor, basically making min-maxing be the flavor thing. With two quick positive responses already, let's do it. 10% discount at game start for those books written in canon (excluding roots and real books). Round normally to tenths of a p.v.f.
Player 12
player, 23 posts
Tue 2 Mar 2021
at 15:11
  • msg #167

Next two things

In reply to Alpha SG (msg # 166):

Nice. Time to check the price of Elaine's writings.
Player 13
player, 87 posts
Tue 2 Mar 2021
at 15:12
  • msg #168

Next two things

I would definitely support a reduction in price for canonical books from TTA as very few are very good, most are in the 20 BP range and whether the "Sound Book" levels and qualities from Covenants would be accurate or not, it definitely creates a perception that books that cost less than 27 BP* are not good books.

* using BP to gauge the quality/level function, I know we are not using BP.
Player 4
player, 77 posts
Tue 2 Mar 2021
at 15:39
  • msg #169

Next two things

I'm doing a lot of saddling gift horses even though I don't like horses.

I'll take the discount. But I hate referencing canon spell, book, covenants, etc.
Player 9
player, 49 posts
Tue 2 Mar 2021
at 16:37
  • msg #170

publlished books

I'm assuming publised books at 0.1 p.v.f. is per volume so all 10 volumes of Decem Libri Historiarum would be 1 p.v.f..
Alpha SG
GM, 183 posts
General rules
Tue 2 Mar 2021
at 16:42
  • msg #171

publlished books

In reply to Player 9 (msg # 170):

Yes, that's per physical book, so if the set is more than one physical book, it will cost more. Decem Libri... costs 1 p.v.f., for example.
Player 4
player, 83 posts
Wed 3 Mar 2021
at 03:38
  • msg #172

Re: Near the end.

Alpha SG:
Still unknown:
Player 14 (Beta SG)


Temporarily adding the library/Tremere covenant to see what might be:

Border Fortress / Spiritual Knowledge (B) tentatively located at the Mediterranean side of the Suez Canal
Baqir Al-Andalus (Player 11, maybe Gamma SG)
Brontion ex Guernicas (Player 4, Beta SG)
Zahrah min bayt Miscellanea (Alpha SG)

Hedge Recruitment & Integration (H)
Appolonius of Flambeau (Player 12)
Longinus ex Merinita (Player 10)
Reiner Corvus ex Bjornaer (Player 3)
Salma ex Miscellanea (Player 13, Gamma SG)

Library / Tremere (L)
Malik ex Verditius
Vespera of Tremere (Player 15)

Monster Hunters / Menagerie (M) (Aerie?)
Arnaldo ex Criamon (Player 6, Beta SG)
Jaeger of Merinita (Player 8, ?)
Macrinus of Tytalus (Player 7, Beta SG)

Redcap Chapterhouse (R) tentatively located in Tunis
Iapetus of Rennes (Player 16, ?)
Malleus ex Verditius (Player 9, ?)
Player 2 (Beta SG) Jerbiton (Or Guernicus?) Fraternity of Samos Architect

Itinerant, at least for now
Andre ex Miscellanea (Player 5, Beta SG)


I know someone has joined the library. Does anyone have more info to update this with?
This message was last edited by the player at 03:42, Wed 03 Mar 2021.
Alpha SG
GM, 197 posts
General rules
Wed 3 Mar 2021
at 03:40
  • msg #173

Re: Near the end.

In reply to Player 4 (msg # 172):

The two in the library covenant are:

Malik ex Verditius
Vespera of Tremere
Player 9
player, 53 posts
Wed 3 Mar 2021
at 07:52
  • msg #174

Re: Near the end.

Player 4:
I know someone has joined the library. Does anyone have more info to update this with?


A Redcap has joined.
No more Magi that we know of yet.

Player 17 is still considering his options, but one of his ideas was a magus that would fit nicely into the Library.
Player 9
player, 64 posts
Thu 4 Mar 2021
at 16:05
  • msg #175

Alchemy

I'm thinking about making an alchemist (A&A formulae) as my companion.
Are there any other alchemists at the moment?
Player 15
player, 34 posts
Fri 5 Mar 2021
at 02:05
  • msg #176

Companions

Is anyone interested in a Penitent Crusader as a companion character?
Andre ex Miscellanea
Magus, 1 post
Warrior, Vagabond
Blood of the Ancients
Fri 5 Mar 2021
at 02:22
  • msg #177

Re: Companions

Player 15:
Is anyone interested in a Penitent Crusader as a companion character?

Come walk the earth with me?
quote:
Jules: I'm just going to walk the Earth.
Vincent: What'chou mean, "walk the Earth"?
Jules: You know, like Caine in Kung Fu: walk from place to place, meet people, get into adventures.
Vincent: And how long do you intend to walk the earth?
Jules: Until God puts me where he wants me to be.
Vincent: And what if he don't do that?
Jules: If it takes forever, then I'll walk forever.

Player 15
player, 35 posts
Fri 5 Mar 2021
at 05:47
  • msg #178

Re: Companions

In reply to Andre ex Miscellanea (msg # 177):

I like your suggestion and I have sent you a message.
Andre ex Miscellanea
Magus, 2 posts
Warrior, Vagabond
Blood of the Ancients
Fri 5 Mar 2021
at 09:28
  • msg #179

Re: Companions

It seems that Andre the itinerant warrior-mage may be joined soon by two other wandering warrior types.
A nomadic tribe (including Andre's bear) of dangerous individuals may soon be on the loose in North Africa.
Player 6
player, 49 posts
Fri 5 Mar 2021
at 09:42
  • msg #180

Re: Companions

In reply to Andre ex Miscellanea (msg # 179):

Is there a reason for not wanting to settle in a specific covenant? I don't know that you plan to have bring with him regarding books, silver, and vis, but is he going to carry that around with him?
Andre ex Miscellanea
Magus, 3 posts
Warrior, Vagabond
Blood of the Ancients
Fri 5 Mar 2021
at 09:46
  • msg #181

Re: Companions

This is for us to decide   ...   This is the Way.
Zahrah min bayt Miscellanea
Maga, 32 posts
Egyptian Seer
Cult of Mercury
Fri 5 Mar 2021
at 12:54
  • msg #182

Re: Alchemy

Player 9:
I'm thinking about making an alchemist (A&A formulae) as my companion.
Are there any other alchemists at the moment?

I'm not specifically an alchemist, but I'll be quite good at it and plan to use it noticeably. However, I won't have Mythic Alchemy, so limited heavily on that side of it.
Zahir, the Smith
Companion, 4 posts
Fri 5 Mar 2021
at 21:30
  • msg #183

Re: Alchemy

Are we allowed to assign our Companions to our own magus' covenant? I don't really have another place to put this guy.
Player 9
player, 69 posts
Fri 5 Mar 2021
at 21:41
  • msg #184

companion placement

Zahir, the Smith:
Are we allowed to assign our Companions to our own magus' covenant? I don't really have another place to put this guy.


Depends on what you want.
Some players have magus and companion at the same covenant, some split them up.

Whatever you feel like.
A smith does not seem like the hardest kind of companion to fit into a covenant.
Zahir, the Smith
Companion, 5 posts
Fri 5 Mar 2021
at 21:46
  • msg #185

Re: companion placement

Player 9:
Whatever you feel like.
A smith does not seem like the hardest kind of companion to fit into a covenant.

He's fairly militant so it's really the Boarder or the Aerie. Aerie is too far out to get decent supplies and I'm at the Boarder.

I considered the wanders but it's too much equipment even if I were to have a workshop on the back of a giant tortoise or something. Actually that's not the worst idea... But still would need to work it out with them. Not sure how they are getting around.

I technically have enough Virtues sort of wobbly that I could make him a Redcap and hang with those guys. Supplying the tribunal with weapons and minor enchantments for grogs and magi.
Player 13
player, 99 posts
M: Salma ex Misc
C: Qais, redcap
Fri 5 Mar 2021
at 22:02
  • msg #186

Re: companion placement

In reply to Zahir, the Smith (msg # 185):

Plenty of Iron Ore near The Aerie:
quote:
Libya had large reserves of iron ore in the Fezzan. The Wadi ash-Shatti iron ore deposit, near Brach, was estimated to contain 1,600 million tons of oolitic hematite, limonite, chamosite, and siderite with a grade range of 30%–48% iron.


‘Course it’s a bit of historical change to have the magi start mining it back then, not to mention fuel may be an issue until someone makes a magical forge (or whatever the correct term is for what you use processing iron ore back then) for you.
Player 17
player, 9 posts
Fri 5 Mar 2021
at 22:06
  • msg #187

Re: companion placement

You need a smelter to extract the iron from the ore.
Brontion ex Guernicus
Magus, 80 posts
Quaesitor
Terram Magus
Fri 5 Mar 2021
at 22:25
  • msg #188

Re: companion placement

He can make second magnitude wondrous items right now, without deep diving for bonuses. That might be enough to smelt by magic. Certainly enough to mine by magic.
Player 15
player, 36 posts
Sat 6 Mar 2021
at 00:07
  • msg #189

Re: Companions

Andre ex Miscellanea:
It seems that Andre the itinerant warrior-mage may be joined soon by two other wandering warrior types.
A nomadic tribe (including Andre's bear) of dangerous individuals may soon be on the loose in North Africa.

Player 6:
In reply to Andre ex Miscellanea (msg # 179):

Is there a reason for not wanting to settle in a specific covenant? I don't know that you plan to have bring with him regarding books, silver, and vis, but is he going to carry that around with him?


Andre ex Miscellanea:
This is for us to decide   ...   This is the Way.


My penitant crusader Kelemen is happy to wander with a man trying to do good in the world, especially since there's an issue with the fifth crusade having caused trouble for the locals.

That said, Vespera of Tremere would be glad to hold on to any books or supplies that Andre wants in the region of Alexandria.  She hates the idea of any of his books becoming damaged or soiled by his travels.
Alpha SG
GM, 215 posts
General rules
Sun 7 Mar 2021
at 01:03
  • msg #190

Re: Alchemy

Zahir, the Smith:
Are we allowed to assign our Companions to our own magus' covenant? I don't really have another place to put this guy.

Wherever works best, your mage's covenant or another.
Andre ex Miscellanea
Magus, 4 posts
Warrior, Vagabond
'Hedge Wizard'
Sun 7 Mar 2021
at 11:14
  • msg #191

Re: Alchemy

It has been decided that Leander ex Flambeau, Kelemen and Andre ex Miscellanea are going to be an itinerant, wandering band of warriors for now.
Not a wandering Covenant.

This is the way.

We will come looking for a home when the time is right.
Alpha SG
GM, 220 posts
General rules
Sun 7 Mar 2021
at 11:42
  • msg #192

Re: Alchemy

Andre ex Miscellanea:
It has been decided that Leander ex Flambeau, Kelemen and Andre ex Miscellanea are going to be an itinerant, wandering band of warriors for now.

OK. I'll put them in group W for now. No, make that T for traveling since groups don't go past U.
This message was last edited by the GM at 11:44, Sun 07 Mar 2021.
Player 9
player, 73 posts
Sun 7 Mar 2021
at 14:33
  • msg #193

Redcap show of hands.

I've look over the posts and this is what I've come to.

At the Redcap covenant:
Giovanni ex Mercere
Tello ex Merxere


at the Aerie covenanat fara into the desert (menagerie);
Qais el-Sarwar

Are there any other redcaps?

If not I'll put one third redcap into the Redcap Covenant for a total of 4.
Brontion ex Guernicus
Magus, 90 posts
Quaesitor
Terram Magus
Sun 7 Mar 2021
at 14:55
  • msg #194

Redcap show of hands.

@wanderers You should really reconsider, if only to cheese starting resources. 15 vis sources spread over the tribunal and a few super-book boons is real nice...

But it's your decision. My offer still stands from the boarder fort. It only makes sense for the Quaesitor to have good relationships with the wandering band of potential hoplites.
Player 9
player, 74 posts
Sun 7 Mar 2021
at 15:04
  • msg #195

A sanctum for wanderers

In reply to Brontion ex Guernicus (msg # 194):

I've not talked it over with the rest of the Redcap covenant folks, but I imagine we would be fine with putting up a pro forma sanctum for a wanderer as well.
Alpha SG
GM, 227 posts
General rules
Sun 7 Mar 2021
at 15:08
  • msg #196

Re: Redcap show of hands.

Player 9:
I've look over the posts and this is what I've come to.

At the Redcap covenant:
Giovanni ex Mercere
Tello ex Merxere


at the Aerie covenanat fara into the desert (menagerie);
Qais el-Sarwar

Are there any other redcaps?

I believe there is one at the library covenant. Hmm... Not sure. Is Marius a Redcap?
Player 9
player, 75 posts
Sun 7 Mar 2021
at 15:11
  • msg #197

Re: Redcap show of hands.

In reply to Alpha SG (msg # 196):

Dunno, but I Qais el-Sarwar started out at the Library covenant, and then decided to move the the Menagerie as the Library covenant filled up with outer magi.
Alpha SG
GM, 228 posts
General rules
Sun 7 Mar 2021
at 15:16
  • msg #198

Re: Redcap show of hands.

In reply to Player 9 (msg # 197):

Oh, OK. I think that's where I was getting confused and thought there was a fourth rather than a third having moved. Certainly a fourth in the tribunal would be useful if you (Player 9) want to play one.
This message was last edited by the GM at 15:17, Sun 07 Mar 2021.
Marius Lazarescu
Companion, 1 post
Seneschal par excellence
Sun 7 Mar 2021
at 15:30
  • msg #199

Re: Redcap show of hands.

Alpha SG:
I believe there is one at the library covenant. Hmm... Not sure. Is Marius a Redcap?

Absolutely NOT!

The very thought of it ... running around the wilderness ... delivering LETTERS of all things.
As though I don’t have better things to do with my time!
This message was last updated by the player at 15:30, Sun 07 Mar 2021.
Alpha SG
GM, 229 posts
General rules
Sun 7 Mar 2021
at 18:21
  • msg #200

Re: Redcap show of hands.

In reply to Marius Lazarescu (msg # 199):

:)

Yes, it was confusion about another Redcap switching between two spots.
Player 14
player, 17 posts
Sun 7 Mar 2021
at 23:38
  • msg #201

Re: Redcap show of hands.

In reply to Alpha SG (msg # 198):

Is there an upper limit on redcaps?  I was thinking of making one but if 5 is too many I won't.  I said something about that before so that may be what threw off your count.
Alpha SG
GM, 235 posts
General rules
Mon 8 Mar 2021
at 01:00
  • msg #202

Re: Redcap show of hands.

In reply to Player 14 (msg # 201):

I don't think so. Mostly I just didn't want people playing one if that wasn't a top choice for them because we have enough for whom it is a top choice. If you want one, go for it.
Player 9
player, 76 posts
Mon 8 Mar 2021
at 07:26
  • msg #203

Re: Redcap show of hands.

In reply to Player 14 (msg # 201):

I'm in the process of writing another redcap up for the redcap covenant, that makes 3 redcaps there.

The menagerie gang at Aerie in the south have one, so for a fifth redcap it might make sense to have the redcap stationed in Egypt (library or border fortress).

@Alpha SG
Would it be a good idea to have a Redcap group in addition to the covenant groups?
This message was last edited by the player at 07:53, Mon 08 Mar 2021.
Player 6
player, 50 posts
Mon 8 Mar 2021
at 10:11
  • msg #204

Re: Redcap show of hands.

Player 9:
@Alpha SG
Would it be a good idea to have a Redcap group in addition to the covenant groups?


Ooh, it can be called Desert Runners, or the Mercere Chronicles.
Alpha SG
GM, 240 posts
General rules
Mon 8 Mar 2021
at 11:51
  • msg #205

Re: Redcap show of hands.

I can create a Redcap group if people playing Redcaps think that would be handy.
Qais el-Sarwar
Companion, 26 posts
Ghul-blooded Redcap
Hyena Skinchanger
Mon 8 Mar 2021
at 12:32
  • msg #206

Re: Redcap show of hands.

In reply to Alpha SG (msg # 205):

A redcap group would probably be useful. Coordinating schedules and whatnot.
Giovanni of Mercere
Companion, 12 posts
Mon 8 Mar 2021
at 13:43
  • msg #207

Re: Redcap show of hands.

In reply to Player 9 (msg # 203):

A redcap group sounds like a great idea.
Tallak Thorstennson
Companion, 1 post
Redcap
Redcap Covenant
Mon 8 Mar 2021
at 14:30
  • msg #208

Re: Redcap show of hands.

Sure sounds like the redcaps are getting organized.

I mean, we should definatly talk a bit about the dangers of being on the road, the toll the harsh conditions in the desert takes on the body and such things.

Also who gets to do the Harco trip with all the outgoing mail from the tribunal.
There are a lot of things to discuss and redcap pension fund and message fees are just a few of them. ;)
Player 4
player, 90 posts
Tue 9 Mar 2021
at 02:08
  • msg #209

Re: Redcap show of hands.

Hey fam dropping a PSA your way. Touch of Midas is only 5pfv so assuming it gives more than 50mp worth of value it's vastly better than buying solver with your starting pfv.
Player 13
player, 107 posts
M: Salma ex Misc
C: Qais, redcap
Tue 9 Mar 2021
at 02:25
  • msg #210

Re: Redcap show of hands.

In reply to Player 4 (msg # 209):

Its cost in pawns is actually 9, including enough vis to cast it assuming one does not have an easy way to procure Te vis or replace it.

But a good idea if one has a goldsmith/Jeweler. An 80 lbs sphere of gold seems rather suspicious.
This message was last edited by the player at 02:27, Tue 09 Mar 2021.
Player 4
player, 91 posts
Tue 9 Mar 2021
at 02:33
  • msg #211

Re: Redcap show of hands.

Player 13:
In reply to Player 4 (msg # 209):

Its cost in pawns is actually 9, including enough vis to cast it assuming one does not have an easy way to procure Te vis or replace it.

But a good idea if one has a goldsmith/Jeweler. An 80 lbs sphere of gold seems rather suspicious.


quote:
- Paying for a ritual spell to be cast that is...
in the books and not so secret (e.g. Touch of Midas) costs its magnitude + 1 p.v.f.


5pfv to just get the lump made and bring it with you.

The rules don't say Cost + Mags +1  they read as the cost to cast it plus a 1 pawn surcharge.
Player 13
player, 108 posts
M: Salma ex Misc
C: Qais, redcap
Tue 9 Mar 2021
at 02:41
  • msg #212

Re: Redcap show of hands.

In reply to Player 4 (msg # 211):

That seems like the sort of rules bending the ASG is trying to avoid with the whole revamped pvf pricing system.

I was assuming you were talking about buying the lab text and casting it yourself though I now realize that text is significantly cheaper than that.
Player 4
player, 92 posts
Tue 9 Mar 2021
at 02:45
  • msg #213

Re: Redcap show of hands.

Player 13:
In reply to Player 4 (msg # 211):

That seems like the sort of rules bending the ASG is trying to avoid with the whole revamped pvf pricing system.

I was assuming you were talking about buying the lab text and casting it yourself though I now realize that text is significantly cheaper than that.

It's literally the example spell he used...
Alpha SG
GM, 244 posts
General rules
Tue 9 Mar 2021
at 02:52
  • msg #214

Re: Redcap show of hands.

Player 4:
Hey fam dropping a PSA your way. Touch of Midas is only 5pfv so assuming it gives more than 50mp worth of value it's vastly better than buying solver with your starting pfv.

Well, some decisions will need to be made by the tribunal. Presumably they'll want to not dump tons of gold all over the place, or the rest of the Order may frown on what they're doing. 2 lb silver worth of created gold/silver per magus is considered safe. Meanwhile, starting with silver you'll be able to just spend plenty without question.
Player 13
player, 109 posts
M: Salma ex Misc
C: Qais, redcap
Tue 9 Mar 2021
at 03:01
  • msg #215

Re: Redcap show of hands.

Alpha SG:
Well, some decisions will need to be made by the tribunal. Presumably they'll want to not dump tons of gold all over the place, or the rest of the Order may frown on what they're doing. 2 lb silver worth of created gold/silver per magus is considered safe. Meanwhile, starting with silver you'll be able to just spend plenty without question.

2lbs/magus/year covers some of what it costs to maintain a magus in a spring covenant and standard upkeep lab for a year (~7 Lbs of silver per Covenants book expenses)
Player 4
player, 93 posts
Tue 9 Mar 2021
at 03:37
  • msg #216

Re: Redcap show of hands.

Alpha SG:
Player 4:
Hey fam dropping a PSA your way. Touch of Midas is only 5pfv so assuming it gives more than 50mp worth of value it's vastly better than buying solver with your starting pfv.

Well, some decisions will need to be made by the tribunal. Presumably they'll want to not dump tons of gold all over the place, or the rest of the Order may frown on what they're doing. 2 lb silver worth of created gold/silver per magus is considered safe. Meanwhile, starting with silver you'll be able to just spend plenty without question.

Ok so how many MP does it give. 300 fits with the description of the spell and the description of the buying power of a MP.

2mp/year is technically only legally binding in one tribunal everyone else just plays it safe so no one brings it up at Grand Tribunal.

So flat using it as your sole income source is probably a bad idea. But mostly no one would notice if you used it rather than your normal allotment of MP.

It's literally economically the same to generate gold from thin air as it is to teleport it to Africa from Germany. Like to the locals the money is coming from nowhere regardless, those markets are isolated from one another.
Alpha SG
GM, 245 posts
General rules
Tue 9 Mar 2021
at 03:52
  • msg #217

Re: Redcap show of hands.

Player 4:
Ok so how many MP does it give. 300 fits with the description of the spell and the description of the buying power of a MP.

Yes, that is how the spell and the Mythic Pound are described. So 300 lb sounds right.

Player 4:
2mp/year is technically only legally binding in one tribunal everyone else just plays it safe so no one brings it up at Grand Tribunal.

Well, things go further than that. The standard is to pay Redcaps with silver (3 shillings per visit), and they won't accept magically created silver. Considering the breadth of House Mercere's influence and trading, that they were the ones that brought the issue to Tribunal, and that 5 of this tribunal's 21 magi are Redcaps, I wouldn't think we'd want to go beyond 2 lb/year/magus.

Player 4:
It's literally economically the same to generate gold from thin air as it is to teleport it to Africa from Germany. Like to the locals the money is coming from nowhere regardless, those markets are isolated from one another.

Yes, there is a certain amount of truth to that. Markets are not totally isolated, as there are traders moving things between them, but there is certainly a lot of isolation. I think there is an assumption that as a covenant in Tribunal X you won't sell all your stuff in Tribunal Y and then move all the money back to Tribunal X, so whatever you're doing you're mostly functioning within the local economy.
Player 6
player, 51 posts
Tue 9 Mar 2021
at 08:18
  • msg #218

Re: Redcap show of hands.

Player 4:
It's literally economically the same to generate gold from thin air as it is to teleport it to Africa from Germany. Like to the locals the money is coming from nowhere regardless, those markets are isolated from one another.


Remember that to create gold permanently out of thin air, you need to spend Vis. And that's vis that might be missing for other uses. Remember that Vis is needed, as a basis, for several things:
1. Enchanting items
2. Longevity Rituals (might be a few years for most, if not all of us, but we should plan for it, because it will likely be needed as a Tribunal-wide thing within a few years, and over a few years, as they age)
3. Aegis of the Hearth, and this is needed on a yearly basis, for all 5 covenants
4. Any other Ritual or Ceremonial spells.
5. Bonding Familiars
6. Studying from Vis (This might seem a bit out of place, since that usually only comes into play once you've exhausted any relevant books you can get your hands on, but some builds might find it as, or more useful than books, depending on virtues. Plus, with Aura 5, it means one can get 5-14 SQ, or more, if you roll a 1)
7. Trade. Remember that if we want to get books/items/whatever from other covenants, magi, or through the Redcaps, it costs Vis to buy it.
Player 15
player, 43 posts
Tue 9 Mar 2021
at 08:26
  • msg #219

Re: Redcap show of hands.

Player 9:
In reply to Player 14 (msg # 201):

I'm in the process of writing another redcap up for the redcap covenant, that makes 3 redcaps there.

The menagerie gang at Aerie in the south have one, so for a fifth redcap it might make sense to have the redcap stationed in Egypt (library or border fortress).


Well, Vespera of Tremere loves having Redcaps visit, and will do her best to make sure they are very comfortable whenever they visit Alexandria.  She loves to chat and gossip and .. uh.. chat more. Redcaps are quite delightful, because they tend not to cause trouble for romantic flings.

Luckily none of you are from the Transylvanian Tribunal and know her reputation!
Player 8
player, 21 posts
Jaegar of Merinita
Tue 9 Mar 2021
at 11:53
  • msg #220

Re: Redcap show of hands.

Player 4:
Alpha SG:
Player 4:
Hey fam dropping a PSA your way. Touch of Midas is only 5pfv so assuming it gives more than 50mp worth of value it's vastly better than buying solver with your starting pfv.

Well, some decisions will need to be made by the tribunal. Presumably they'll want to not dump tons of gold all over the place, or the rest of the Order may frown on what they're doing. 2 lb silver worth of created gold/silver per magus is considered safe. Meanwhile, starting with silver you'll be able to just spend plenty without question.

Ok so how many MP does it give. 300 fits with the description of the spell and the description of the buying power of a MP.

2mp/year is technically only legally binding in one tribunal everyone else just plays it safe so no one brings it up at Grand Tribunal.

So flat using it as your sole income source is probably a bad idea. But mostly no one would notice if you used it rather than your normal allotment of MP.

It's literally economically the same to generate gold from thin air as it is to teleport it to Africa from Germany. Like to the locals the money is coming from nowhere regardless, those markets are isolated from one another.


My understanding is that 10 mythic pounds of silver buys one pound of gold. The spell creates 80 pounds of gold, so 800 mythic pounds of value. Selling pure gold, in large quantities is "unhealthy." Doing so attracts thieves, tax collectors, and tithing agents (did I just say thieves three times?).  And it wrecks the local economy.

Now, since most of Europe's gold come through the African trade routes (Solomon's mines, Timbuktu, or mined by giant ants, pick your myth) it would be easier for us to hide its origin. But some level of restraint, when spending, is necessary. I think two mythic pounds is too restrictive, for the location, but you don't want to become famous.
Player 4
player, 94 posts
Tue 9 Mar 2021
at 12:57
  • msg #221

Re: Redcap show of hands.

Player 6:
Player 4:
It's literally economically the same to generate gold from thin air as it is to teleport it to Africa from Germany. Like to the locals the money is coming from nowhere regardless, those markets are isolated from one another.


Remember that to create gold permanently out of thin air, you need to spend Vis. And that's vis that might be missing for other uses. Remember that Vis is needed, as a basis, for several things:
1. Enchanting items
2. Longevity Rituals (might be a few years for most, if not all of us, but we should plan for it, because it will likely be needed as a Tribunal-wide thing within a few years, and over a few years, as they age)
3. Aegis of the Hearth, and this is needed on a yearly basis, for all 5 covenants
4. Any other Ritual or Ceremonial spells.
5. Bonding Familiars
6. Studying from Vis (This might seem a bit out of place, since that usually only comes into play once you've exhausted any relevant books you can get your hands on, but some builds might find it as, or more useful than books, depending on virtues. Plus, with Aura 5, it means one can get 5-14 SQ, or more, if you roll a 1)
7. Trade. Remember that if we want to get books/items/whatever from other covenants, magi, or through the Redcaps, it costs Vis to buy it.

Huh I would have never thought vis was useful... I'm saying if you are already trading it for gold it costs 5 to get 300mp or 5 to get 50mp. Economically the same means in regards to the local economy. The local economy doesn't know the difference between generated from vis or mined from foreign ground. As far as the economy is concerned both come from thin air.

quote:
My understanding is that 10 mythic pounds of silver buys one pound of gold.

Touch of Midas says it is enough wealth for a peasant to live comfortably or 300 years. Definition of an MP is peasant wage for a year.
Player 8
player, 22 posts
Jaegar of Merinita
Tue 9 Mar 2021
at 13:01
  • msg #222

Re: Redcap show of hands.

In reply to Player 4 (msg # 221):

In City and Guild it clarifies that 1 pound of gold sells for 10 MP. But all of this is an abstraction. It is a boatload of money.
Alpha SG
GM, 248 posts
General rules
Tue 9 Mar 2021
at 13:40
  • msg #223

Re: Redcap show of hands.

OK, that 300 MP v. 800 MP is definitely inconsistent. I think the simplest fix is to say someone accidentally wrote 3 instead of 8 in the spell's description. So let's go with 800 MP.

Again, this spell is really best if you're crafting from gold. That way you have all the gold you need and don't need to mess up the economy dumping gold into it. You're just not buying all the gold you need.
Player 13
player, 110 posts
M: Salma ex Misc
C: Qais, redcap
Tue 9 Mar 2021
at 14:00
  • msg #224

Re: Redcap show of hands.

It may be a good place to put  gold into the economy without attracting suspicion or with less inflationary effect due to this being closer to the source of most gold coming to Mythic Europe but that also speaks to gold being somewhat less valuable in relation to silver.still more but may not be 10 MP of silver to buy or sell 1 pound of gold.
Brontion ex Guernicus
Magus, 100 posts
Quaesitor
Terram Magus
Tue 9 Mar 2021
at 14:28
  • msg #225

Re: Redcap show of hands.

It's worth noting you could probably take out loans from nobles using your giant fuck off lump of gold as collateral. You are not messing the economy up as much because their money already exists they are essentially spending it on your behalf.
Player 9
player, 77 posts
Player of
Malleo, Tallak, Asim
Tue 9 Mar 2021
at 14:35
  • msg #226

Re: Redcap show of hands.

In reply to Brontion ex Guernicus (msg # 225):

If you are going to take out a loan with the lump of gold I suggest making it Sun duration. Said noble only need to see it and believe it is real to give you the loan. No need to actually keep the lump of gold in the basement if you're going to finance stuff with loans anyway.
Jaegar of Merinita
Magus, 56 posts
Tue 9 Mar 2021
at 14:56
  • msg #227

Re: Redcap show of hands.

Player 13:
It may be a good place to put  gold into the economy without attracting suspicion or with less inflationary effect due to this being closer to the source of most gold coming to Mythic Europe but that also speaks to gold being somewhat less valuable in relation to silver.still more but may not be 10 MP of silver to buy or sell 1 pound of gold.


Slaves can be purchased for 3-9 MP. Berber horses can be purchased for 10-30 slaves. So, good horses to trade go from 30-270 MP. Trade in gold vs. raising and training horses. Hermetic "enhancement" to speed of growth and training horses seems to be the better route.
Player 13
player, 111 posts
M: Salma ex Misc
C: Qais, redcap
Tue 9 Mar 2021
at 15:07
  • msg #228

Re: Redcap show of hands.

Jaegar of Merinita:
Slaves can be purchased for 3-9 MP. Berber horses can be purchased for 10-30 slaves. So, good horses to trade go from 30-270 MP. Trade in gold vs. raising and training horses. Hermetic "enhancement" to speed of growth and training horses seems to be the better route.

Well horses can make a lot of money when you sell them you do need to buy the initial horses, set up said stable, gain a reputation for breeding and selling fine horses to command the mid to high end prices you listed, fight off horse thieves, etc. Obviously magic can help quite a bit with many of these but water and startup capital is going to be a concern and a bit of gold is a shorter-term fix. Not to mention none of our covenants are likely set up in the sort of lands where you raise lots of horses, except maybe up near Tunis.
Brontion ex Guernicus
Magus, 101 posts
Quaesitor
Terram Magus
Tue 9 Mar 2021
at 15:09
  • msg #229

Re: Redcap show of hands.

Player 9:
In reply to Brontion ex Guernicus (msg # 225):

If you are going to take out a loan with the lump of gold I suggest making it Sun duration. Said noble only need to see it and believe it is real to give you the loan. No need to actually keep the lump of gold in the basement if you're going to finance stuff with loans anyway.

You could certainly do that. But I would not risk being found out and tarnishing the reputation of the Order.

That is ruin on your sodales all day.

Also, and I'm sick of repeating, this was for the initial pfv at game start. Rather than buying solver with pfv.

You can ritual in platonically ideal horses. Just as easily as gold.
Player 13
player, 112 posts
M: Salma ex Misc
C: Qais, redcap
Tue 9 Mar 2021
at 15:13
  • msg #230

Re: Redcap show of hands.

Brontion ex Guernicus:
You can ritual in platonically ideal horses. Just as easily as gold.

This brings up a good question, I have seen some folks talk about Cr ritual beings being infertile. I don't see that as being the canon case but would like to know whether that's the case here before we go off making our magical stables and whatnot.
Player 4
player, 97 posts
Tue 9 Mar 2021
at 15:33
  • msg #231

Re: Redcap show of hands.

That is explicitly not canon. It is canon that the sex of your summon is part of the spell and it takes separate spells to make a breeding pair. Hermetic Projects.
Player 14
player, 19 posts
Wed 10 Mar 2021
at 00:05
  • msg #232

Re: Redcap show of hands.

What is the rule on Companion age?
Alpha SG
GM, 257 posts
General rules
Wed 10 Mar 2021
at 02:41
  • msg #233

Re: Redcap show of hands.

Player 14:
What is the rule on Companion age?

If the companion is old enough, roll for aging and deal with the consequences.
Zahir, the Smith
Companion, 7 posts
Wed 10 Mar 2021
at 12:32
  • msg #234

Re: Redcap show of hands.

I got 2 dealers choice ageing points in 5 years.
Brontion ex Guernicus
Magus, 119 posts
Quaesitor
Terram Magus
Wed 10 Mar 2021
at 15:34
  • msg #235

Re: Redcap show of hands.

Alpha SG:
Player 14:
What is the rule on Companion age?

If the companion is old enough, roll for aging and deal with the consequences.

What are the "consequences"? I want to make one of my grogs an old man. Like what level of crisis can it be assumed they survive?
Player 6
player, 55 posts
Wed 10 Mar 2021
at 18:14
  • msg #236

Re: Redcap show of hands.

In reply to Brontion ex Guernicus (msg # 235):

Depending on the rolls, they might not even suffer one.
Brontion ex Guernicus
Magus, 120 posts
Quaesitor
Terram Magus
Wed 10 Mar 2021
at 18:19
  • msg #237

Re: Redcap show of hands.

If you decided to make a 100 year old scribe as a grog then they would probably have a few crisis. The point is you don't know until you are rolling.
Alpha SG
GM, 267 posts
General rules
Wed 10 Mar 2021
at 21:31
  • msg #238

Re: Redcap show of hands.

Brontion ex Guernicus:
Alpha SG:
Player 14:
What is the rule on Companion age?

If the companion is old enough, roll for aging and deal with the consequences.

What are the "consequences"? I want to make one of my grogs an old man. Like what level of crisis can it be assumed they survive?

Roll to see if they survive, assuming no modifiers from living conditions. So it will be risky to push it far, but it could be interesting.
Player 17
player, 20 posts
Wed 10 Mar 2021
at 21:57
  • msg #239

Re: Redcap show of hands.

Alpha SG:
Brontion ex Guernicus:
Alpha SG:
Player 14:
What is the rule on Companion age?

If the companion is old enough, roll for aging and deal with the consequences.

What are the "consequences"? I want to make one of my grogs an old man. Like what level of crisis can it be assumed they survive?

Roll to see if they survive, assuming no modifiers from living conditions. So it will be risky to push it far, but it could be interesting.

Ah, death in character creation - little black books Traveller, how I miss you.
Player 13
player, 121 posts
M: Salma ex Misc
C: Qais, redcap
Wed 10 Mar 2021
at 22:21
  • msg #240

Re: Redcap show of hands.

Player 17:
<Ah, death in character creation - little black books Traveller, how I miss you.

Oh Traveller!
Tallak Thorstennson
Companion, 10 posts
Thu 11 Mar 2021
at 12:56
  • [deleted]
  • msg #241

Redcaps presenting story hooks

This message was deleted by the player at 12:57, Thu 11 Mar 2021.
Alpha SG
GM, 272 posts
General rules
Thu 11 Mar 2021
at 14:06
  • msg #242

Redcaps presenting story hooks

Brontion made a good point about the Poverty Hook. The baseline is that you have a solid source of income. If you have one established source, though it may not exist immediately, figure that's your baseline. As long as you get it set up over the first two years, you can figure you have the baseline over those two years. That should simplify some things. Anything you have on top of that you'll either set up yourselves as you go along or you'll pay for for somehow having in advance.
Alpha SG
GM, 273 posts
General rules
Thu 11 Mar 2021
at 14:07
  • msg #243

Redcaps presenting story hooks

It's fine if magi, companions, and covenants are still being tweaked. As long as they're mostly established at this point we have the groundwork for Tribunal 0 and are good to do. We can finish those tweaks as well as finishing writing grogs while we're doing Tribunal 0.
Player 9
player, 82 posts
Player of
Malleo, Tallak, Asim
Sat 13 Mar 2021
at 20:43
  • msg #244

Redcaps presenting story hooks

Just to get the timeline set.

April 1218 - Meeting at Harco
2019 - Going to Africa?? (proper start of play)
2020 - magi of hopefully established covenants gather for first "tribunal"??
Alpha SG
GM, 290 posts
General rules
Sat 13 Mar 2021
at 22:15
  • msg #245

Redcaps presenting story hooks

Based on the established years for Tribunals and simplicity for spring/summer/fall/winter order and so putting everything essentially on April 1:

1218 - meeting at Harco
1219 - meeting up at covenant sites in Africa
1221 - Tribunal
1227 - Tribunal
1228 - Grand Tribunal

I figured two years to get established was probably better than one. Some magi may be setting up labs and building devices to help them travel in addition to founding their covenants. So a single year seemed tight to me.
Macrinus ex Tytalus
Magus, 57 posts
Tue 16 Mar 2021
at 16:50
  • msg #246

Redcaps presenting story hooks

In reply to Alpha SG (msg # 245):

Is it ok to post our covenant on the wiki?  There's a complete list for us in the Menagerie thread. I guess I want to know if our library and Boons/Hooks has been approved.
Alpha SG
GM, 299 posts
General rules
Tue 16 Mar 2021
at 21:13
  • msg #247

Re: Redcaps presenting story hooks

Macrinus ex Tytalus:
In reply to Alpha SG (msg # 245):

Is it ok to post our covenant on the wiki?  There's a complete list for us in the Menagerie thread. I guess I want to know if our library and Boons/Hooks has been approved.

Yes, that would be great. I've got one started. You can copy the Porta Amun one. Just change the covenant name in the links for library, boons and hooks, etc. so different pages are made instead of the same page. For characters, change the names and edit the links. Those likes can be found by clicking on the character in "the cast" and the copying the url.
Player 2
player, 22 posts
Plays: Klaudios
Tue 16 Mar 2021
at 21:21
  • msg #248

Re:

In reply to Alpha SG (msg # 247):

I'll see about making and posting a print filter for covenants that will output to our wiki's formatting language later this week, for anyone interested.
Jaegar of Merinita
Magus, 84 posts
Strong Fairie Blood
Shapeshifter
Tue 16 Mar 2021
at 21:52
  • msg #249

Re: Redcaps presenting story hooks

Alpha SG:
Macrinus ex Tytalus:
In reply to Alpha SG (msg # 245):

Is it ok to post our covenant on the wiki?  There's a complete list for us in the Menagerie thread. I guess I want to know if our library and Boons/Hooks has been approved.

Yes, that would be great. I've got one started. You can copy the Porta Amun one. Just change the covenant name in the links for library, boons and hooks, etc. so different pages are made instead of the same page. For characters, change the names and edit the links. Those likes can be found by clicking on the character in "the cast" and the copying the url.


I've started putting one together. It won't let me edit boons and hooks or library, said SG has to create the page first. The content is ready to go, as soon as the page is opened.
This message was last updated by the player at 21:52, Tue 16 Mar 2021.
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