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09:10, 2nd May 2024 (GMT+0)

OOC: SG Discussion.

Posted by Alpha SGFor group 0
Alpha SG
GM, 327 posts
General rules
Sun 21 Mar 2021
at 16:08
  • msg #1

SG Discussion

Time to start splitting things up. I've already planned to handle certain things myself: rules decisions, guidelines for rewards and things like that, and the Order as a whole. Now, if you have a section that would be cool to control within the Order, go for it. E.g. Player X has a great idea for the Fraternity of Samos, then by all means Player X should run the Fraternity of Samos. Among things that needs to be handled are a variety of groups or things in Africa, from the Order of Suleimon to the wizards in the Canary Islands, from the animals in the seas to the animals in the mountains, from the huge countries to the ghosts of lost lands, etc. And then there are Hooks and Story Flaws. We don't need to get everything covered immediately. More like claiming something now if there is a good idea, while stuff that isn't pressing can wait. If you have cool ideas for something near some other covenant, that is cool, too. All fun ideas are welcome. It would be fun to have things that cross over between covenants, too, so we might see two magi from one covenant teaming up with two from another covenant, for example. (That might work especially well with the traveling magi.) If you could copy the whole list below and fill in (along with Player # for SG desires), that will help get things sorted out and help me see the primary other areas I should focus on.

Border
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Hedge Relations
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Library
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Menagerie
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Redcap Chapterhouse
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Traveling Magi
Hooks:
Story Flaws:
Beta/Gamma SG desires:
Player 7
player, 24 posts
M: Macrinus
C: Guenter
Sun 21 Mar 2021
at 17:33
  • msg #2

Re: SG Discussion

Alpha SG:
Time to start splitting things up. I've already planned to handle certain things  If you could copy the whole list below and fill in (along with Player # for SG desires), that will help get things sorted out and help me see the primary other areas I should focus on.

Border
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Hedge Relations
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Library
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Menagerie
Hooks: Haunted,
Unhealthy Environment,
Dwindling Resource (Water)
There is a regio on premises we haven't explored. - minor
The regio is a fairie regio. - minor
Fallen Temple - minor (This refers to the roman temple that was built after it was conquered by Rome)
Legendary Site - minor

Story Flaws: Enemies (Macrinus aka #7) Dark Secret (Guenter aka #7)
Beta/Gamma SG desires:

Redcap Chapterhouse
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Traveling Magi
Hooks:
Story Flaws:
Beta/Gamma SG desires:


Doubtlessly some locals are offended by the local magi occupying the land, and worse, taking their vis. They focus on Macrinus, because they actually observed him harvesting their resources.

Guenter's Dark Secret is being leveraged by Macrinus, which is why he's in Africa.
This message was last edited by the player at 17:51, Sun 21 Mar 2021.
Player 17
player, 40 posts
Leander and Javan
Koray, Sirena, Zandra
Sun 21 Mar 2021
at 17:43
  • msg #3

Re: SG Discussion

Adding in the Traveling Covenant and my companion to the Library.
Alpha SG:
Time to start splitting things up. I've already planned to handle certain things  If you could copy the whole list below and fill in (along with Player # for SG desires), that will help get things sorted out and help me see the primary other areas I should focus on.

Border
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Hedge Relations
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Library
Hooks:
Story Flaws:
 * Supernatural Nuisance (Javan, type is up to the SG)
Beta/Gamma SG desires:

Menagerie
Hooks: Haunted,
Unhealthy Environment,
Dwindling Resource (Water)
There is a regio on premises we haven't explored. - minor
The regio is a fairie regio. - minor
Fallen Temple - minor (This refers to the roman temple that was built after t was conquered by Rome)
Legendary Site - minor

Story Flaws: Enemies (Macrinus aka #7), Dark Secret (Guenter aka #7)
Beta/Gamma SG desires:

Redcap Chapterhouse
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Traveling Magi
Hooks: Missing Aura (major), Erratically Mobile (minor), Road (minor)
Story Flaws:
 * Magical Animal Companion: Battal (Leander ex Flambeau)
Beta/Gamma SG desires:

This message was last edited by the player at 17:56, Sun 21 Mar 2021.
Player 7
player, 25 posts
M: Macrinus
C: Guenter
Sun 21 Mar 2021
at 17:53
  • msg #4

Re: SG Discussion

In reply to Player 17 (msg # 3):

Please note that I added a Story Flaw for my Companion. Sorry to force you to update your post.
Player 10
player, 28 posts
M: Longinus
C: Tello
Sun 21 Mar 2021
at 17:58
  • msg #5

Re: SG Discussion

Will add what we have so far

Alpha SG:
Border
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - Tiddis a defensive city eventually abandoned.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
    Appolonius (P12):
    Corvus (P3):
    Longinus (P10):
  • Mentor - Paren and member of the Keeper of the Thousand Tales Merinita society
  • Driven: Share and study the stories, legends and myths of Africa
    Salma (P13):
  • Visions
  • Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing

Library
Hooks:
Story Flaws:
 * Supernatural Nuisance (Javan, type is up to the SG)
Beta/Gamma SG desires:

Menagerie
Hooks: Haunted,
Unhealthy Environment,
Dwindling Resource (Water)
There is a regio on premises we haven't explored. - minor
The regio is a fairie regio. - minor
Fallen Temple - minor (This refers to the roman temple that was built after t was conquered by Rome)
Legendary Site - minor

Story Flaws: Enemies (Macrinus aka #7) Dark Secret (Guenter aka #7)
Beta/Gamma SG desires:

Redcap Chapterhouse
Hooks:
Story Flaws:
    Tello (P10):
  • Plagued by Supernatural Entity (Fearie playing out the role of Hercules)


Beta/Gamma SG desires:

Traveling Magi
Hooks: Missing Aura (major), Erratically Mobile (minor), Road (minor)
Story Flaws:
 * Magical Animal Companion: Battal (Leander ex Flambeau)
Beta/Gamma SG desires:

This message was last edited by the player at 18:08, Sun 21 Mar 2021.
Player 15
player, 58 posts
Vespera of Tremere
Kelemen Ronol
Sun 21 Mar 2021
at 18:11
  • msg #6

Re: SG Discussion

Adding my Magi/companion.
Alpha SG:
Border
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - Tiddis a defensive city eventually abandoned.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
    Appolonius (P12):
    Corvus (P3):
    Longinus (P10):
  • Mentor - Paren and member of the Keeper of the Thousand Tales Merinita, society
  • Driven: Share and study the stories, legends and myths of Africa
    Salma (P13):
  • Visions
  • Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks:
https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
Story Flaws:
 * Magical Animal Companion: Lecteur (Vespera's library cat)
 * Supernatural Nuisance (Javan, type is up to the SG)
Beta/Gamma SG desires:

Menagerie
Hooks: Haunted,
Unhealthy Environment,
Dwindling Resource (Water)
There is a regio on premises we haven't explored. - minor
The regio is a fairie regio. - minor
Fallen Temple - minor (This refers to the roman temple that was built after t was conquered by Rome)
Legendary Site - minor

Story Flaws: Enemies (Macrinus aka #7) Dark Secret (Guenter aka #7)
Beta/Gamma SG desires:

Redcap Chapterhouse
Hooks:
Story Flaws:
    Tello (P10):
  • Plagued by Supernatural Entity (Fearie playing out the role of Hercules)


Beta/Gamma SG desires:

Traveling Magi
Hooks: Missing Aura (major), Erratically Mobile (minor), Road (minor)
Story Flaws:
 * Magical Animal Companion: Battal (Leander ex Flambeau)
 * Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)
Beta/Gamma SG desires:

Player 4
player, 140 posts
Sun 21 Mar 2021
at 18:46
  • msg #7

Re: SG Discussion

Adding my Magi/companion/covenant
Alpha SG:
Border
Hooks:
[*]Road - The region is the only land route from Africa to the Middle east.
[*]Roman Ruins - Who knows what the roman ruins nearby hold?
[*]Haunted - Ghosts, the roman ruins hold ghosts...
[*]Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
[*]Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
[*]Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
[*]Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
[*]Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.

Beta/Gamma SG desires:

Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - Tiddis a defensive city eventually abandoned.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
    Appolonius (P12):
    Corvus (P3):
    Longinus (P10):
  • Mentor - Paren and member of the Keeper of the Thousand Tales Merinita, society
  • Driven: Share and study the stories, legends and myths of Africa
    Salma (P13):
  • Visions
  • Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks:
https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
Story Flaws:
 * Magical Animal Companion: Lecteur (Vespera's library cat)
 * Supernatural Nuisance (Javan, type is up to the SG)
Beta/Gamma SG desires:

Menagerie
Hooks: Haunted,
Unhealthy Environment,
Dwindling Resource (Water)
There is a regio on premises we haven't explored. - minor
The regio is a fairie regio. - minor
Fallen Temple - minor (This refers to the roman temple that was built after t was conquered by Rome)
Legendary Site - minor

Story Flaws: Enemies (Macrinus aka #7) Dark Secret (Guenter aka #7)
Beta/Gamma SG desires:

Redcap Chapterhouse
Hooks:
Story Flaws:
    Tello (P10):
  • Plagued by Supernatural Entity (Fearie playing out the role of Hercules)


Beta/Gamma SG desires:

Traveling Magi
Hooks: Missing Aura (major), Erratically Mobile (minor), Road (minor)
Story Flaws:
 * Magical Animal Companion: Battal (Leander ex Flambeau)
 * Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)
Beta/Gamma SG desires:

This message was last edited by the player at 18:46, Sun 21 Mar 2021.
Player 6
player, 73 posts
Sun 21 Mar 2021
at 18:59
  • msg #8

Re: SG Discussion

Border
Hooks:
[*]Road - The region is the only land route from Africa to the Middle east.
[*]Roman Ruins - Who knows what the roman ruins nearby hold?
[*]Haunted - Ghosts, the roman ruins hold ghosts...
[*]Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
[*]Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
[*]Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
[*]Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
[*]Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - Tiddis a defensive city eventually abandoned.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
    Appolonius (P12):
    Corvus (P3):
    Longinus (P10):
  • Mentor - Paren and member of the Keeper of the Thousand Tales Merinita, society
  • Driven: Share and study the stories, legends and myths of Africa
    Salma (P13):
  • Visions
  • Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks:
https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
Story Flaws:
 * Magical Animal Companion: Lecteur (Vespera's library cat)
 * Supernatural Nuisance (Javan, type is up to the SG)
Beta/Gamma SG desires:


Menagerie
Hooks: Haunted,
Unhealthy Environment,
Dwindling Resource (Water)
There is a regio on premises we haven't explored. - minor
The regio is a fairie regio. - minor
Fallen Temple - minor (This refers to the roman temple that was built after t was conquered by Rome)
Legendary Site - minor

Story Flaws:
Enemies (Macrinus aka #7)
Dark Secret (Guenter aka #7)
Animal Companion (Wolf - Jager aka #6)
Visions (Arnaldo aka #6)
Driven - Create a line of magical eagles (Arnaldo aka #6)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
Story Flaws:
    Tello (P10):
  • Plagued by Supernatural Entity (Faerie playing out the role of Hercules)


Beta/Gamma SG desires:


Traveling Magi
Hooks: Missing Aura (major), Erratically Mobile (minor), Road (minor)
Story Flaws:
 * Magical Animal Companion: Battal (Leander ex Flambeau)
 * Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)
Beta/Gamma SG desires:
This message was last edited by the player at 19:00, Sun 21 Mar 2021.
Player 6
player, 74 posts
Sun 21 Mar 2021
at 19:01
  • msg #9

Re: SG Discussion

What animal is Leander's Magical Animal?
Player 17
player, 41 posts
Leander and Javan
Koray, Sirena, Zandra
Sun 21 Mar 2021
at 19:17
  • msg #10

Re: SG Discussion

Battal is a large wolf. I will get his description up today.
Player 10
player, 29 posts
M: Longinus
C: Tello
Sun 21 Mar 2021
at 19:56
  • msg #11

Re: SG Discussion

Slight update, mostly just to make it easier to read and more uniform. Its probably harder to edit like this though.

Border
Hooks:
  • Road - The region is the only land route from Africa to the Middle east.
  • Roman Ruins - Who knows what the roman ruins nearby hold?
  • Haunted - Ghosts, the roman ruins hold ghosts...
  • Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
  • Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
  • Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
  • Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
  • Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - The covenant is located in Tiddis a roman ruin ontop of a hill.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
  • Appolonius (P12): Driven: Prove Hermetic Magic Superior to any and all Hedge Wizards
  • Corvus (P3):
  • Longinus (P10): Mentor: Paren and member of the Keeper of the Thousand Tales Merinita society
  • Longinus (P10): Driven: Share and study the stories, legends and myths of Africa
  • Salma (P13): Visions
  • Salma (P13): Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
Story Flaws:
  • Magical Animal Companion: Lecteur (Vespera's library cat)
  • Supernatural Nuisance (Javan, type is up to the SG)

Beta/Gamma SG desires:


Menagerie
Hooks:
  • Haunted
  • Unhealthy Environment
  • Dwindling Resource (Water)
  • There is a regio on premises we haven't explored.
  • The regio is a fairie regio.
  • Fallen Temple (This refers to the roman temple that was built after t was conquered by Rome)
  • Legendary Site

Story Flaws:
  • Enemies (Macrinus aka #7)
  • Dark Secret (Guenter aka #7)
  • Animal Companion (Wolf - Jager aka #6)
  • Visions (Arnaldo aka #6)
  • Driven - Create a line of magical eagles (Arnaldo aka #6)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
Story Flaws:
  • Tello (P10): Plagued by Supernatural Entity (Faerie playing out the role of Hercules)

Beta/Gamma SG desires:


Traveling Magi
Hooks:
  • Missing Aura
  • Erratically Mobile
  • Road

Story Flaws:
  • Magical Animal Companion: Battal (Magical Wolf - Leander ex Flambeau)
  • Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)

Beta/Gamma SG desires:
This message was last edited by the player at 20:17, Sun 21 Mar 2021.
Jaegar of Merinita
Magus, 97 posts
Strong Fairie Blood
Shapeshifter
Sun 21 Mar 2021
at 20:24
  • msg #12

Re: SG Discussion

Player 10:
Border
Hooks:
  • Road - The region is the only land route from Africa to the Middle east.
  • Roman Ruins - Who knows what the roman ruins nearby hold?
  • Haunted - Ghosts, the roman ruins hold ghosts...
  • Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
  • Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
  • Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
  • Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
  • Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - The covenant is located in Tiddis a roman ruin ontop of a hill.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
  • Appolonius (P12): Driven: Prove Hermetic Magic Superior to any and all Hedge Wizards
  • Corvus (P3):
  • Longinus (P10): Mentor - Paren and member of the Keeper of the Thousand Tales Merinita society
  • Longinus (P10): Driven: Share and study the stories, legends and myths of Africa
  • Salma (P13): Visions
  • Salma (P13): Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
Story Flaws:
  • Magical Animal Companion: Lecteur (Vespera's library cat)
  • Supernatural Nuisance (Javan, type is up to the SG)

Beta/Gamma SG desires:


Menagerie
Hooks:
  • Haunted: Garamatians, and their undead workers.
  • Unhealthy Environment: Middle of the desert.
  • Dwindling Resource (Water)
  • There is a regio on premises we haven't explored.
  • The regio is a fairie regio.
  • Fallen Temple (This refers to the roman temple that was built after t was conquered by Rome)
  • Legendary Site

Story Flaws:
  • Enemies (Macrinus aka #7)
  • Dark Secret (Guenter aka #7)
  • Animal Companion (Wolf - Jager aka #6)
  • Visions (Arnaldo aka #6)
  • Driven - Create a line of magical eagles (Arnaldo aka #6)
  • Favors - Back in Irencillia (Jaegar aka #8)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
Story Flaws:
  • Tello (P10): Plagued by Supernatural Entity (Faerie playing out the role of Hercules)
  • Govanni (#8): Legacy and Favors to Harco

Beta/Gamma SG desires:


Traveling Magi
Hooks:
  • Missing Aura
  • Erratically Mobile
  • Road

Story Flaws:
  • Magical Animal Companion: Battal (Magical Wolf - Leander ex Flambeau)
  • Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)

Beta/Gamma SG desires:


Added in my characters Story Hooks. Have any of the Beta or Gamma Story Guides made a selection of which Covenant they want to concentrate on?
Player 6
player, 75 posts
Sun 21 Mar 2021
at 20:27
  • msg #13

Re: SG Discussion

Jaegar of Merinita:
Added in my characters Story Hooks. Have any of the Beta or Gamma Story Guides made a selection of which Covenant they want to concentrate on?



I'm interested in the Library covenant.

And in the mundane (and magical?) animal landscape.
Player 14
player, 35 posts
Sun 21 Mar 2021
at 23:16
  • msg #14

Re: SG Discussion

I replicated the list with my additions.  I think it makes sense to have this stuff on the covenant pages, this thread is kind of hard to read.

In terms of volunteering for stuff; I have a couple of story hooks I put out there already I have ideas for (Fertility caves in the mountains, tomb-delving in the pyramids) but no particular urgency about; I'm fine with focusing on any covenant I'm not "in".

quote:
Border
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Hedge Relations
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Library
Hooks:
    • Urban (Major Hook)
    • Magical Disaster (Major Hook - The covenant is inside a regio created by an ancient Vergilian magical catastrophe that happened during the Cretan Earthquake of 365)
    • Legendary Site (Library of Alexandria)

Story Flaws:
    • Magical Animal Companion: Lecteur (Vespera's library cat)
    • Supernatural Nuisance (Javan, type is up to the SG)
    • Confraternity Member (Malik; member of Confraternity of Balento)
    • Dependents (Benedict; he has children with lots of magae all over the order)

Beta/Gamma SG desires:

Menagerie
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Redcap Chapterhouse
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Traveling Magi
Hooks:
Story Flaws:
Beta/Gamma SG desires:

Player 6
player, 77 posts
Sun 21 Mar 2021
at 23:56
  • msg #15

Re: SG Discussion

Border
Hooks:
  • Road - The region is the only land route from Africa to the Middle east.
  • Roman Ruins - Who knows what the roman ruins nearby hold?
  • Haunted - Ghosts, the roman ruins hold ghosts...
  • Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
  • Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
  • Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
  • Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
  • Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - The covenant is located in Tiddis a roman ruin ontop of a hill.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
  • Appolonius (P12): Driven: Prove Hermetic Magic Superior to any and all Hedge Wizards
  • Corvus (P3):
  • Longinus (P10): Mentor - Paren and member of the Keeper of the Thousand Tales Merinita society
  • Longinus (P10): Driven: Share and study the stories, legends and myths of Africa
  • Salma (P13): Visions
  • Salma (P13): Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
    • Urban (Major Hook)
    • Magical Disaster (Major Hook - The covenant is inside a regio created by an ancient Vergilian magical catastrophe that happened during the Cretan Earthquake of 365)
    • Legendary Site (Library of Alexandria)
Story Flaws:
        • Magical Animal Companion: Lecteur (Vespera's library cat)
        • Supernatural Nuisance (Javan, type is up to the SG)
        • Confraternity Member (Malik; member of Confraternity of Balento)
        • Dependents (Benedict; he has children with lots of magae all over the order)
    Beta/Gamma SG desires:



    Menagerie
    Hooks: [list]
  • Haunted: Garamatians, and their undead workers.
  • Unhealthy Environment: Middle of the desert.
  • Dwindling Resource (Water)
  • There is a regio on premises we haven't explored.
  • The regio is a fairie regio.
  • Fallen Temple (This refers to the roman temple that was built after t was conquered by Rome)
  • Legendary Site

Story Flaws:
  • Enemies (Macrinus aka #7)
  • Dark Secret (Guenter aka #7)
  • Animal Companion (Wolf - Jager aka #6)
  • Visions (Arnaldo aka #6)
  • Driven - Create a line of magical eagles (Arnaldo aka #6)
  • Favors - Back in Irencillia (Jaegar aka #8)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
Story Flaws:
  • Tello (P10): Plagued by Supernatural Entity (Faerie playing out the role of Hercules)
  • Govanni (#8): Legacy and Favors to Harco

Beta/Gamma SG desires:


Traveling Magi
Hooks:
  • Missing Aura
  • Erratically Mobile
  • Road

Story Flaws:
  • Magical Animal Companion: Battal (Magical Wolf - Leander ex Flambeau)
  • Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)

Beta/Gamma SG desires:
This message was last edited by the player at 23:58, Sun 21 Mar 2021.
Player 10
player, 30 posts
M: Longinus
C: Tello
Mon 22 Mar 2021
at 17:28
  • msg #16

Re: SG Discussion

Update again

Border
Hooks:
  • Road - The region is the only land route from Africa to the Middle east.
  • Roman Ruins - Who knows what the roman ruins nearby hold?
  • Haunted - Ghosts, the roman ruins hold ghosts...
  • Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
  • Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
  • Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
  • Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
  • Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - The covenant is located in Tiddis a roman ruin ontop of a hill.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
  • Appolonius (P12): Driven: Prove Hermetic Magic Superior to any and all Hedge Wizards
  • Corvus (P3): Patron: Magical spirit
  • Corvus (P3): Driven: Unearth new (that is to say, old) brands of magic not known to the Order and see if any of it can be integrated into the Bjornaer ways; starting with the shapeshifting magics of Africa.
  • Longinus (P10): Mentor - Paren and member of the Keeper of the Thousand Tales Merinita society
  • Longinus (P10): Driven: Share and study the stories, legends and myths of Africa
  • Salma (P13): Visions
  • Salma (P13): Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
  • Urban (Major Hook)
  • Magical Disaster (Major Hook - The covenant is inside a regio created by an ancient Vergilian magical catastrophe that happened during the Cretan Earthquake of 365)
  • Legendary Site (Library of Alexandria)

Story Flaws:
  • Magical Animal Companion: Lecteur (Vespera's library cat)
  • Supernatural Nuisance (Javan, type is up to the SG)
  • Confraternity Member (Malik; member of Confraternity of Balento)
  • Dependents (Benedict; he has children with lots of magae all over the order)

Beta/Gamma SG desires:


Menagerie
Hooks:
  • Haunted: Garamatians, and their undead workers.
  • Unhealthy Environment: Middle of the desert.
  • Dwindling Resource (Water)
  • There is a regio on premises we haven't explored.
  • The regio is a fairie regio.
  • Fallen Temple (This refers to the roman temple that was built after it was conquered by Rome)
  • Legendary Site

Story Flaws:
  • Enemies (Macrinus aka #7)
  • Dark Secret (Guenter aka #7)
  • Animal Companion (Wolf - Jager aka #6)
  • Visions (Arnaldo aka #6)
  • Driven - Create a line of magical eagles (Arnaldo aka #6)
  • Favors - Back in Irencillia (Jaegar aka #8)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
Story Flaws:
  • Tello (P10): Plagued by Supernatural Entity (Faerie playing out the role of Hercules)
  • Govanni (#8): Legacy and Favors to Harco

Beta/Gamma SG desires:


Traveling Magi
Hooks:
  • Missing Aura
  • Erratically Mobile
  • Road

Story Flaws:
  • Magical Animal Companion: Battal (Magical Wolf - Leander ex Flambeau)
  • Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)

Beta/Gamma SG desires:
This message was last edited by the player at 17:37, Mon 22 Mar 2021.
Player 11
player, 14 posts
Main: Baqir Al-Andalus
Other: Kahina and Grogs
Mon 22 Mar 2021
at 18:15
  • msg #17

Re: SG Discussion

Updated.

Border
Hooks:
  • Road - The region is the only land route from Africa to the Middle east.
  • Roman Ruins - Who knows what the roman ruins nearby hold?
  • Haunted - Ghosts, the roman ruins hold ghosts...
  • Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
  • Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
  • Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
  • Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
  • Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.
  • Baqir Al-Andalus - Plagued by Supernatural Entity - Baqir summoned a jinni that he couldn't control and since then he need to bring it wherever he goes. The jinni enjoys to disturb Baqir in any activity he does.
  • Kahina of the Tuareg - Magical Animal Companion - Kahina has a camel of virtue that she stole from her clan.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - The covenant is located in Tiddis a roman ruin ontop of a hill.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
  • Appolonius (P12): Driven: Prove Hermetic Magic Superior to any and all Hedge Wizards
  • Corvus (P3): Patron: Magical spirit
  • Corvus (P3): Driven: Unearth new (that is to say, old) brands of magic not known to the Order and see if any of it can be integrated into the Bjornaer ways; starting with the shapeshifting magics of Africa.
  • Longinus (P10): Mentor - Paren and member of the Keeper of the Thousand Tales Merinita society
  • Longinus (P10): Driven: Share and study the stories, legends and myths of Africa
  • Salma (P13): Visions
  • Salma (P13): Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
  • Urban (Major Hook)
  • Magical Disaster (Major Hook - The covenant is inside a regio created by an ancient Vergilian magical catastrophe that happened during the Cretan Earthquake of 365)
  • Legendary Site (Library of Alexandria)

Story Flaws:
  • Magical Animal Companion: Lecteur (Vespera's library cat)
  • Supernatural Nuisance (Javan, type is up to the SG)
  • Confraternity Member (Malik; member of Confraternity of Balento)
  • Dependents (Benedict; he has children with lots of magae all over the order)

Beta/Gamma SG desires:


Menagerie
Hooks:
  • Haunted: Garamatians, and their undead workers.
  • Unhealthy Environment: Middle of the desert.
  • Dwindling Resource (Water)
  • There is a regio on premises we haven't explored.
  • The regio is a fairie regio.
  • Fallen Temple (This refers to the roman temple that was built after it was conquered by Rome)
  • Legendary Site

Story Flaws:
  • Enemies (Macrinus aka #7)
  • Dark Secret (Guenter aka #7)
  • Animal Companion (Wolf - Jager aka #6)
  • Visions (Arnaldo aka #6)
  • Driven - Create a line of magical eagles (Arnaldo aka #6)
  • Favors - Back in Irencillia (Jaegar aka #8)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
Story Flaws:
  • Tello (P10): Plagued by Supernatural Entity (Faerie playing out the role of Hercules)
  • Govanni (#8): Legacy and Favors to Harco

Beta/Gamma SG desires:


Traveling Magi
Hooks:
  • Missing Aura
  • Erratically Mobile
  • Road

Story Flaws:
  • Magical Animal Companion: Battal (Magical Wolf - Leander ex Flambeau)
  • Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)

Beta/Gamma SG desires:
Player 6
player, 79 posts
Tue 23 Mar 2021
at 14:28
  • msg #18

Re: SG Discussion

Border
Hooks:
  • Road - The region is the only land route from Africa to the Middle east.
  • Roman Ruins - Who knows what the roman ruins nearby hold?
  • Haunted - Ghosts, the roman ruins hold ghosts...
  • Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
  • Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
  • Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
  • Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
  • Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.
  • Baqir Al-Andalus - Plagued by Supernatural Entity - Baqir summoned a jinni that he couldn't control and since then he need to bring it wherever he goes. The jinni enjoys to disturb Baqir in any activity he does.
  • Kahina of the Tuareg - Magical Animal Companion - Kahina has a camel of virtue that she stole from her clan.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - The covenant is located in Tiddis a roman ruin ontop of a hill.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
  • Appolonius (P12): Driven: Prove Hermetic Magic Superior to any and all Hedge Wizards
  • Corvus (P3): Patron: Magical spirit
  • Corvus (P3): Driven: Unearth new (that is to say, old) brands of magic not known to the Order and see if any of it can be integrated into the Bjornaer ways; starting with the shapeshifting magics of Africa.
  • Longinus (P10): Mentor - Paren and member of the Keeper of the Thousand Tales Merinita society
  • Longinus (P10): Driven: Share and study the stories, legends and myths of Africa
  • Salma (P13): Visions
  • Salma (P13): Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
  • Urban (Major Hook)
  • Magical Disaster (Major Hook - The covenant is inside a regio created by an ancient Vergilian magical catastrophe that happened during the Cretan Earthquake of 365)
  • Legendary Site (Library of Alexandria)

Story Flaws:
  • Magical Animal Companion: Lecteur (Vespera's library cat)
  • Supernatural Nuisance (Javan, type is up to the SG)
  • Confraternity Member (Malik; member of Confraternity of Balento)
  • Dependents (Benedict; he has children with lots of magae all over the order)

Beta/Gamma SG desires: Player 6


Menagerie
Hooks:
  • Haunted: Garamatians, and their undead workers.
  • Unhealthy Environment: Middle of the desert.
  • Dwindling Resource (Water)
  • There is a regio on premises we haven't explored.
  • The regio is a fairie regio.
  • Fallen Temple (This refers to the roman temple that was built after it was conquered by Rome)
  • Legendary Site

Story Flaws:
  • Enemies (Macrinus aka #7)
  • Dark Secret (Guenter aka #7)
  • Animal Companion (Wolf - Jager aka #6)
  • Visions (Arnaldo aka #6)
  • Driven - Create a line of magical eagles (Arnaldo aka #6)
  • Favors - Back in Irencillia (Jaegar aka #8)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
Story Flaws:
  • Tello (P10): Plagued by Supernatural Entity (Faerie playing out the role of Hercules)
  • Govanni (#8): Legacy and Favors to Harco

Beta/Gamma SG desires:


Traveling Magi
Hooks:
  • Missing Aura
  • Erratically Mobile
  • Road

Story Flaws:
  • Magical Animal Companion: Battal (Magical Wolf - Leander ex Flambeau)
  • Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)

Beta/Gamma SG desires:


Other Areas:
Animals - Player 6
Player 16
player, 37 posts
M:Iapetus ex Tytalus
C:Galeoto di Auria
Tue 23 Mar 2021
at 15:11
  • msg #19

Re: SG Discussion

Border
Hooks:
  • Road - The region is the only land route from Africa to the Middle east.
  • Roman Ruins - Who knows what the roman ruins nearby hold?
  • Haunted - Ghosts, the roman ruins hold ghosts...
  • Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
  • Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
  • Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
  • Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
  • Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.
  • Baqir Al-Andalus - Plagued by Supernatural Entity - Baqir summoned a jinni that he couldn't control and since then he need to bring it wherever he goes. The jinni enjoys to disturb Baqir in any activity he does.
  • Kahina of the Tuareg - Magical Animal Companion - Kahina has a camel of virtue that she stole from her clan.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - The covenant is located in Tiddis a roman ruin ontop of a hill.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
  • Appolonius (P12): Driven: Prove Hermetic Magic Superior to any and all Hedge Wizards
  • Corvus (P3): Patron: Magical spirit
  • Corvus (P3): Driven: Unearth new (that is to say, old) brands of magic not known to the Order and see if any of it can be integrated into the Bjornaer ways; starting with the shapeshifting magics of Africa.
  • Longinus (P10): Mentor - Paren and member of the Keeper of the Thousand Tales Merinita society
  • Longinus (P10): Driven: Share and study the stories, legends and myths of Africa
  • Salma (P13): Visions
  • Salma (P13): Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
  • Urban (Major Hook)
  • Magical Disaster (Major Hook - The covenant is inside a regio created by an ancient Vergilian magical catastrophe that happened during the Cretan Earthquake of 365)
  • Legendary Site (Library of Alexandria)

Story Flaws:
  • Magical Animal Companion: Lecteur (Vespera's library cat)
  • Supernatural Nuisance (Javan, type is up to the SG)
  • Confraternity Member (Malik; member of Confraternity of Balento)
  • Dependents (Benedict; he has children with lots of magae all over the order)

Beta/Gamma SG desires: Player 6


Menagerie
Hooks:
  • Haunted: Garamatians, and their undead workers.
  • Unhealthy Environment: Middle of the desert.
  • Dwindling Resource (Water)
  • There is a regio on premises we haven't explored.
  • The regio is a fairie regio.
  • Fallen Temple (This refers to the roman temple that was built after it was conquered by Rome)
  • Legendary Site

Story Flaws:
  • Enemies (Macrinus aka #7)
  • Dark Secret (Guenter aka #7)
  • Animal Companion (Wolf - Jager aka #6)
  • Visions (Arnaldo aka #6)
  • Driven - Create a line of magical eagles (Arnaldo aka #6)
  • Favors - Back in Irencillia (Jaegar aka #8)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
[*] Mercere House
[*]Indiscreet Resources
Story Flaws:
  • Tello (P10): Plagued by Supernatural Entity (Faerie playing out the role of Hercules)
  • Govanni (#8): Legacy and Favors to Harco

[*]Iapetus (#16) Black Sheep
Beta/Gamma SG desires:


Traveling Magi
Hooks:
  • Missing Aura
  • Erratically Mobile
  • Road

Story Flaws:
  • Magical Animal Companion: Battal (Magical Wolf - Leander ex Flambeau)
  • Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)

Beta/Gamma SG desires:


Other Areas:
Animals - Player 6
</quote>
Player 8
player, 45 posts
Jaegar of Merinita
Giovanni the Redcap
Tue 23 Mar 2021
at 17:23
  • msg #20

Re: SG Discussion

Getting right to the point: Who wants to be Beta SG for each Covenant, out of those who said they would Beta SG? The only one we have heard from is Player 6.
Player 17
player, 42 posts
Leander and Javan
Koray, Sirena, Zandra
Tue 23 Mar 2021
at 17:42
  • msg #21

Re: SG Discussion

Border
Hooks:
  • Road - The region is the only land route from Africa to the Middle east.
  • Roman Ruins - Who knows what the roman ruins nearby hold?
  • Haunted - Ghosts, the roman ruins hold ghosts...
  • Tribunal Border - The Levant Tribunal is only a few days ride on a magic carpet. They have plenty of reasons to edge into our business.
  • Urban - We have built our covenant near enough the town to take advantage of the trade and ports there. But that causes it's own issues. The town will surely only grow with time.

Story Flaws:
  • Brontion ex Guernicus - Magical Thing Companion - He is in possession of the Bronze Hand of Midas
  • Bronze Hand of Midas - Enemies - The Hand was a result of Hermetic experimentation and can potentially give magi insight into unlocking the power of permanent Muto Rituals.
  • Zahir the Smith - Plagued By Supernatural Entity - Zahir has a bit of Ifrit blood and members of his 'extended family' would be more than happy to drag him back to their realm and force him to work for them.
  • Baqir Al-Andalus - Plagued by Supernatural Entity - Baqir summoned a jinni that he couldn't control and since then he need to bring it wherever he goes. The jinni enjoys to disturb Baqir in any activity he does.
  • Kahina of the Tuareg - Magical Animal Companion - Kahina has a camel of virtue that she stole from her clan.

Beta/Gamma SG desires:


Hedge Relations
Hooks:
  • Hedge Tradition - Gifted Berber Settuten live close by and views hermetic magi as evil sun magicians. Other minor traditions.
  • Roman Ruin - The covenant is located in Tiddis a roman ruin ontop of a hill.
  • Fallen Temple - Various temples most notably Saturn (Baal) and Mithra.
  • Regio - Unexplored. Entrery impossible until arch is repaired. Our idea was Monkey's paw deal with Saturn to keep the city forever prosperous. But not set in stone.
  • Haunted - Ghost Romans, perhaps myster cultists. Perhaps the Ghost might start weakening when the regio is opened?

Story Flaws:
  • Appolonius (P12): Driven: Prove Hermetic Magic Superior to any and all Hedge Wizards
  • Corvus (P3): Patron: Magical spirit
  • Corvus (P3): Driven: Unearth new (that is to say, old) brands of magic not known to the Order and see if any of it can be integrated into the Bjornaer ways; starting with the shapeshifting magics of Africa.
  • Longinus (P10): Mentor - Paren and member of the Keeper of the Thousand Tales Merinita society
  • Longinus (P10): Driven: Share and study the stories, legends and myths of Africa
  • Salma (P13): Visions
  • Salma (P13): Driven: To catalog, induct, and integrate all the magical traditions in the Tribunal, past and present

Beta/Gamma SG desires:
Our own ideas for story hooks: https://docs.google.com/docume...qyk/edit?usp=sharing


Library
Hooks:
  • Urban (Major Hook)
  • Magical Disaster (Major Hook - The covenant is inside a regio created by an ancient Vergilian magical catastrophe that happened during the Cretan Earthquake of 365)
  • Legendary Site (Library of Alexandria)

Story Flaws:
  • Magical Animal Companion: Lecteur (Vespera's library cat)
  • Supernatural Nuisance (Javan, type is up to the SG)
  • Confraternity Member (Malik; member of Confraternity of Balento)
  • Dependents (Benedict; he has children with lots of magae all over the order)

Beta/Gamma SG desires: Player 6


Menagerie
Hooks:
  • Haunted: Garamatians, and their undead workers.
  • Unhealthy Environment: Middle of the desert.
  • Dwindling Resource (Water)
  • There is a regio on-premises we haven't explored.
  • The regio is a fairie regio.
  • Fallen Temple (This refers to the Roman temple that was built after it was conquered by Rome)
  • Legendary Site

Story Flaws:
  • Enemies (Macrinus aka #7)
  • Dark Secret (Guenter aka #7)
  • Animal Companion (Wolf - Jager aka #6)
  • Visions (Arnaldo aka #6)
  • Driven - Create a line of magical eagles (Arnaldo aka #6)
  • Favors - Back in Irencillia (Jaegar aka #8)

Beta/Gamma SG desires:


Redcap Chapterhouse
Hooks:
  • Mercere House
  • Indiscreet Resources

Story Flaws:
  • Tello (P10): Plagued by Supernatural Entity (Faerie playing out the role of Hercules)
  • Govanni (#8): Legacy and Favors to Harco
  • Iapetus (#16) Black Sheep

Beta/Gamma SG desires:


Traveling Magi
Hooks:
  • Missing Aura
  • Erratically Mobile
  • Road

Story Flaws:
  • Animal Companion: Esurio (Atlas Bear - Andre ex Miscellanea)
  • Magical Animal Companion: Battal (Magical Wolf - Leander ex Flambeau)
  • Plagued by Demons (Kelemen Ronol - demons trying to get him to break his oath and give in to his rage)

Beta/Gamma SG desires:


Other Areas:
  • Animals - Player 6

Player 4
player, 143 posts
Tue 23 Mar 2021
at 18:33
  • msg #22

Re: SG Discussion

I would probably make the game un-fun for the hedge relations covenant.

I could do the redcap house but Giovanni having Legacy throws a wrench in the works because I don't see a fair way of running that flaw other than him getting his dick pushed in all the time. So I should probably just leave that to someone who has an idea how to run "You are a Companion but you are expected to perform like a Mythic Companion". In a game where you pretty much just scale encounters directly with your player's capabilities to begin with.
Giovanni of Mercere
Companion, 32 posts
Heroic Legacy
Gift of Tongues
Tue 23 Mar 2021
at 19:19
  • msg #23

Re: SG Discussion

In reply to Player 4 (msg # 22):

Scaling Giovanni shouldn't be a problem. They aren't going to get real demanding until he gets settled. Harco wants him to explore, and report to them. Can they be demanding, sure. But they also have to give him some rope to explore. If he sits on his butt at the Covenant, he would probably be recalled. But letters back and forth asking about progress? Telling him to go here, talk to this person there? Those are all fine.
Player 4
player, 144 posts
Tue 23 Mar 2021
at 19:45
  • msg #24

Re: SG Discussion

But that's the point they don't ask you to go to talk to someone they tell you to go fight a dragon. The  flaw doesn't say what you do, just that it's hard. Since the game's only balance is that SG's throw sufficiently challenging stuff at you then the flaw is saying throw even harder stuff at you. I realize you only took the Flaw to be able to speak every language and not to actually make it so you can handle harder tasks. But that's the way I see it.

But you don't have to convince me. There are 3 other perfectly fine covenants I can cover. People had to start declaring preferences if we were going to sort out who runs what.
Player 16
player, 38 posts
M:Iapetus ex Tytalus
C:Galeoto di Auria
Tue 23 Mar 2021
at 19:52
  • msg #25

Re: SG Discussion

In reply to Player 4 (msg # 24):

I would think that any rule interpretation that translates as "make the game unfun" for a group of players is probably flawed out of the gate, and liable to provoke resistance.
Player 13
player, 149 posts
M: Salma ex Misc
C: Qais, redcap
Tue 23 Mar 2021
at 20:08
  • msg #26

Re: SG Discussion

Having offered to be a gamma SG I think I'd be able to run stories around a particular mystery cult. I don't know if any characters are currently still interested in any outside of Mystery Cult Houses, of course.
Brontion ex Guernicus
Magus, 175 posts
Quaesitor
Terram Magus
Tue 23 Mar 2021
at 20:18
  • msg #27

Re: SG Discussion

Player 13:
Having offered to be a gamma SG I think I'd be able to run stories around a particular mystery cult. I don't know if any characters are currently still interested in any outside of Mystery Cult Houses, of course.


Some of my later work will be on inventing new Virtues for the Tera Magae Cult. So naturally some of my early work will involve gaining the available virtues for them.
Player 11
player, 15 posts
Main: Baqir Al-Andalus
Other: Kahina and Grogs
Tue 23 Mar 2021
at 20:36
  • msg #28

Re: SG Discussion

Player 13:
Having offered to be a gamma SG I think I'd be able to run stories around a particular mystery cult. I don't know if any characters are currently still interested in any outside of Mystery Cult Houses, of course.


Mmm... I'm interested in some theurgic cults. And sahirs.
Player 2
player, 32 posts
Plays: Klaudios
Tue 23 Mar 2021
at 21:08
  • msg #29

Re: SG Discussion

Player 13:
Having offered to be a gamma SG I think I'd be able to run stories around a particular mystery cult. I don't know if any characters are currently still interested in any outside of Mystery Cult Houses, of course.



Klaudios is going to be aggressively pursuing Fraternity of Samos, probably via correspondence for a few years, then some traveling/hosting to initiate the first two or three degrees.

I had sort of assumed that particular covenants would be beta-SG'd by magi in them, sort of like smaller one-covenant sagas - with the chapter events/goals and shared stories run by the alpha. I don't really know the budding story or feel of any of the other covenants.
Player 14
player, 37 posts
Tue 23 Mar 2021
at 21:50
  • msg #30

Re: SG Discussion

Player 2:
I had sort of assumed that particular covenants would be beta-SG'd by magi in them, sort of like smaller one-covenant sagas - with the chapter events/goals and shared stories run by the alpha. I don't really know the budding story or feel of any of the other covenants.


That's what I thought too.  Does one beta per covenant work out numberswise?
Player 2
player, 34 posts
Plays: Klaudios
Tue 23 Mar 2021
at 22:09
  • msg #31

Re: SG Discussion

In reply to Player 14 (msg # 30):

The "The Cast" roster is nigh unusual for anything sensible.  The wiki system is an equal pain in the ass to manage, or I'd create a useful roster page based on what was posted way back in setup or OOC chat.... But as far as I can tell, yes. With the possible exception of the Library covenant, I believe each covenant has at least one person who self-nominated as Beta-SG.
Player 10
player, 33 posts
M: Longinus
C: Tello
Tue 23 Mar 2021
at 22:09
  • msg #32

Re: SG Discussion

According to what I have gathered from what has been said in the setup thread this is how it currently looks. five leave us one short on beta sg. Hedge and Library both lack their own beta SG.

Beta
  • Player 4
  • Player 6 (Library + Animals)
  • Player 7
  • Player 2
  • Player 5
  • Player 14 (Hedge)

Gamma
  • Player 11?
  • Player 13 (Cult?)

Dont know SG level
  • Player 8
  • Player 9
  • Player 16
  • Player 17

Player 4:
I would probably make the game un-fun for the hedge relations covenant.


what do you mean with un-fun btw?
This message was last edited by the player at 22:22, Tue 23 Mar 2021.
Player 13
player, 150 posts
M: Salma ex Misc
C: Qais, redcap
Tue 23 Mar 2021
at 22:14
  • msg #33

Re: SG Discussion

Seems to me beta SGs handling their own magus' covenant is to be avoided if possible and it is possible in this game. It makes for lots of "well this character needs to make himself conspicuously absent for this adventure" happen all too much and with the focuses of each covenant it means that character built to do that particular thing will need to wait until the Alpha SG or someone else is able to run an adventure for that covenant or focus and the character will see little game time if that's the case.

But then I'm just a gamma sg.
Player 14
player, 38 posts
Tue 23 Mar 2021
at 22:15
  • msg #34

Re: SG Discussion

You didn't list me under Beta.

I'm up for doing Hedge.

Definitely agree about not running our own covenants, that was part of the math question.
This message was last edited by the player at 22:15, Tue 23 Mar 2021.
Player 10
player, 34 posts
M: Longinus
C: Tello
Tue 23 Mar 2021
at 22:21
  • msg #35

Re: SG Discussion

In reply to Player 14 (msg # 34):

I have probably missed more as well. Just say and I will try to edit the list or post a new one.
This message had punctuation tweaked by the player at 22:25, Tue 23 Mar 2021.
Player 4
player, 145 posts
Tue 23 Mar 2021
at 22:27
  • msg #36

Re: SG Discussion

Player 13:
Seems to me beta SGs handling their own magus' covenant is to be avoided if possible and it is possible in this game.

This is what I had assumed as well. There is too much temptation to just let things happen. We want to find a dragon familiar, Hooray you do and everything works out fine.

quote:
what do you mean with un-fun btw?

I think if their goal was easy then it would have been done in the last 400 years rather than basically only being don 400 years ago and not very many times since. Essentially I would make Hedge study too hard on them. At the very least if I were to take it on I would have to have a long discussion about expectations with them that might not come to an agreeable conclusion.

If there is a second SG on the Boarder I can run the Library. If we are doing Beta SG=Covenant Magus.

A-SG you could always use the first post as a tracker and just go back and update it. Have people use hash tags to easily search for updates.
Player 13
player, 151 posts
M: Salma ex Misc
C: Qais, redcap
Tue 23 Mar 2021
at 22:46
  • msg #37

Re: SG Discussion

Player 4:
I think if their goal was easy then it would have been done in the last 400 years rather than basically only being don 400 years ago and not very many times since. Essentially I would make Hedge study too hard on them. At the very least if I were to take it on I would have to have a long discussion about expectations with them that might not come to an agreeable conclusion.

I don't know if you read Salma's Driven goal but it was actually written in a way to never be attainable. That said, some successes along the way to ultimate failure (probably with the Settuten) would be nice.
Player 10
player, 35 posts
M: Longinus
C: Tello
Tue 23 Mar 2021
at 22:56
  • msg #38

Re: SG Discussion

In reply to Player 4 (msg # 36):

I see. Player 6 already said they was interested in the library though. Is there any other covenant that interest you?
This message was last edited by the player at 22:57, Tue 23 Mar 2021.
Player 7
player, 26 posts
M: Macrinus
C: Guenter
Tue 23 Mar 2021
at 23:37
  • msg #39

Re: SG Discussion

Player 13:
Having offered to be a gamma SG I think I'd be able to run stories around a particular mystery cult. I don't know if any characters are currently still interested in any outside of Mystery Cult Houses, of course.

I'm not sure which cult grants Inscription on the Soul, but would be interested in self-developing it later, at some point.
Player 14
player, 39 posts
Tue 23 Mar 2021
at 23:52
  • msg #40

Re: SG Discussion

Can I suggest a Google doc with all the SG info?  That way we can all edit but Aplha can monitor changes easily.

The rpol wiki seems better for permanent info rather than active collaboration.
Player 4
player, 146 posts
Wed 24 Mar 2021
at 00:27
  • msg #41

Re: SG Discussion

I'd rather not. We really only have the one thing to figure out and it might be already figured out.
Player 6
player, 81 posts
Wed 24 Mar 2021
at 01:01
  • msg #42

Re: SG Discussion

In reply to Player 4 (msg # 41):

If you want to run the Library, I can do the Redcap.
Player 17
player, 43 posts
Leander and Javan
Koray, Sirena, Zandra
Wed 24 Mar 2021
at 01:04
  • msg #43

Re: SG Discussion

Given the size of the Traveling Covenant, I suspect it might be easier to have them get involved in the stories of the other covenants when appropriate.

I wish I could commit to being a Beta or Gamma SG, but I just can't right now. Sorry.
Player 15
player, 61 posts
Vespera of Tremere
Kelemen Ronol
Wed 24 Mar 2021
at 01:30
  • msg #44

Re: SG Discussion

I stated at intro that I could handle Gamma SG duties.  I'd be happy to handle things such as:

1) Writing up magical or faerie creatures (or demons or angels)
2) Handling distant plots revolving around the current Mythic Europe (I'm not familiar with the Arabian or African cultures, or any hedge magic stuff yet)
3) Mystery cults and strange demands from individuals
4) Anyone who wants to sell their soul to a demon for fun
Player 4
player, 147 posts
Wed 24 Mar 2021
at 01:36
  • msg #45

Re: SG Discussion

Player 6:
In reply to Player 4 (msg # 41):

If you want to run the Library, I can do the Redcap.

I listed a black list not a white list. I'm down for whatever. But A-SG said we have a B-SG at every covenant other than 2. So if I'm an extra SG at my covenant I'd do the Library. That's all I'm saying.
Player 17
player, 44 posts
Leander and Javan
Koray, Sirena, Zandra
Wed 24 Mar 2021
at 01:54
  • msg #46

Re: SG Discussion

Given the number of Beta and Gamma SGs for this game, is there a place we should make our character sheets publicly available? Or do you all have GM access to the game to see the character sheets already?
Player 4
player, 149 posts
Wed 24 Mar 2021
at 01:57
  • msg #47

Re: SG Discussion

Probably on the wiki
Player 2
player, 35 posts
Plays: Klaudios
Wed 24 Mar 2021
at 16:28
  • msg #48

Re: SG Discussion

In general, I'm interested in telling stories about exploration and adaptation. What sort of community could develop with the aide of a magical solution to a unique environmental situation? How does the Hermetic method and worldview adapt to a place and culture mostly foreign to it, and vicea versa. Sort of high-concept adventure goals. Exploring regiones, interacting with mysterious hedge practitioners, delving majestic ancient ruins that kinda stuff. Stories about pushing some kind of boundary, literally or figuratively. Sociopolitical boundaries included.

I'm not so interested in Mundane politics for its own sake, only how it interacts with the above or is in some way a new type of political struggle. I really appreciate intrigue stories and political backbiting, but I'm not very motivated to tell them as anything but a subplot.

I'm also not very interested in plain antagonistic enemies or non-transformative acquisition, where victory means conquering and moving on. If an arc ends with finding coordinate magic, the next will be about what it means, for everything.


E: As an example, Klaudios has Mercurian magic, which is in large part about natively using magic together. He is intiating into a pro-social cult (Fraternity of Samos) who use mathematic properties to harmonize together magic to achieve more powerful effects than each part... and eventually his aim will probably be to develop a method of instructing apprentices based on this philosophy of highly structured, harmonized magic. This could produce a  modern form of general pedagogy!

What does modern pedagogy rooted in hermetic magic rather than the industrial revolution look like? What do intermediate steps along the way of trying to achieve that feel like? What does an enclave of magi trained in cohort look like? What sort of peripheral code would be required to make this system work in a Tribunal? What short term goals and outlook might lead to such a philosophy? How does a character resolve their own counter-social tendencies and flaws (indiscreet, blunt affect, the gift) with the desire to do those things?
This message was last edited by the player at 16:41, Wed 24 Mar 2021.
Player 7
player, 27 posts
M: Macrinus
C: Guenter
Wed 24 Mar 2021
at 20:53
  • msg #49

Re: SG Discussion

Player 2:
What does modern pedagogy rooted in hermetic magic rather than the industrial revolution look like? What do intermediate steps along the way of trying to achieve that feel like? What does an enclave of magi trained in cohort look like? What sort of peripheral code would be required to make this system work in a Tribunal? What short term goals and outlook might lead to such a philosophy? How does a character resolve their own counter-social tendencies and flaws (indiscreet, blunt affect, the gift) with the desire to do those things?

Player 2 echoes my feeling. Magi with their spells and enchanted items will change the existing order, mayhap for the better, sometimes for the worse. I want the changes that we enact to be lasting, and have them reflected in the game, in terms of future adventures.
Alpha SG
GM, 343 posts
General rules
Thu 25 Mar 2021
at 03:14
  • msg #50

Re: SG Discussion

Hmm... What I should have included with each covenant is mage interests, as that will tend to drive stories a lot, probably more than anything else. We should all add those in.
Player 5
player, 9 posts
Andre ex Miscellanea
Marius Lazarescu
Thu 25 Mar 2021
at 05:20
  • msg #51

Re: SG Discussion

I will be happy to be Beta Storyguide  for the Covenant known as The Aerie, if they will have me along.

If they do, however, they need to be willing to negotiate with me on certain elements, including some of their Hooks and Boons.
I will try to give them the stories they wish, but reserve the right to put my own spin on some of those matters so as to keep it all fresh and interesting for them.
This message was last edited by the player at 05:21, Thu 25 Mar 2021.
Player 6
player, 82 posts
Thu 25 Mar 2021
at 05:33
  • msg #52

Re: SG Discussion

In reply to Player 5 (msg # 51):

I can't speak for the others, but I think for every covenant, the Beta-Sg is gonna insert their own ideas as well as those of the players involved.

If you're the SG, we can definitely have a discussion, preferably via PMs or in a thread.
Jaegar of Merinita
Magus, 101 posts
Strong Fairie Blood
Shapeshifter
Thu 25 Mar 2021
at 09:03
  • msg #53

Re: SG Discussion

In reply to Player 5 (msg # 51):

A conversation is always good. If everyone’s expectations are out in the open, it just works better.
Player 10
player, 36 posts
M: Longinus
C: Tello
Thu 25 Mar 2021
at 16:57
  • msg #54

Re: SG Discussion

So regarding betas and their preferred covenants.

Traveling and Redcap are as of yet unclaimed, if i didnt miss anything. If we do go with first claimed and the theory that Betas shouldnt control their own covenant the list would have to be something like this:
  • Player 4 (Traveling or Redcap (really wanted Library or Border))
  • Player 6 (Library)
  • Player 7 (Traveling, Border or Redcap)
  • Player 2 (Border or Traveling)
  • Player 5 (Menagerie)
  • Player 14 (Hedge)

Has Alpha SG expressed his views on Betas controlling covenant that they are part of?

Edit: Prob best to ignore this due to OOC thread update.
This message was last edited by the player at 17:00, Thu 25 Mar 2021.
Player 7
player, 28 posts
M: Macrinus
C: Guenter
Thu 25 Mar 2021
at 17:11
  • msg #55

Re: SG Discussion

Player 10:
So regarding betas and their preferred covenants.

Traveling and Redcap are as of yet unclaimed, if i didnt miss anything. If we do go with first claimed and the theory that Betas shouldnt control their own covenant the list would have to be something like this:
  • Player 4 (Traveling or Redcap (really wanted Library or Border))
  • Player 6 (Library)
  • Player 7 (Traveling, Border or Redcap)
  • Player 2 (Border or Traveling)
  • Player 5 (Menagerie)
  • Player 14 (Hedge)

Has Alpha SG expressed his views on Betas controlling covenant that they are part of?

Edit: Prob best to ignore this due to OOC thread update.

Put me down for Redcap, if unavailable, Travelling.
Player 15
editor, 64 posts
Vespera of Tremere
Kelemen Ronol
Mon 29 Mar 2021
at 23:46
  • msg #56

Re: SG Discussion

Should we wait for the Beta SG discussion before we carve up the rest of the pie for Gamma?
Alpha SG
GM, 357 posts
General rules
Tue 30 Mar 2021
at 01:43
  • msg #57

Re: SG Discussion

Player 10:
Has Alpha SG expressed his views on Betas controlling covenant that they are part of?

Probably better to choose another, but I don't have a problem with it.

One option with extras who might choose any of a few covenants is that they might have some ideas that cross over between a couple of the covenants based on some setting thing. Another is that they might run some things for one and some for another.

If Gammas have something in mind, might as well mention it.
Player 4
editor, 162 posts
Tue 30 Mar 2021
at 12:13
  • msg #58

Re: SG Discussion

Player 10:
  • Player 4 (Traveling or Redcap (really wanted Library or Border))

I feel misrepresented. But I can take care of our vagrant magi.
Player 6
editor, 88 posts
Tue 30 Mar 2021
at 12:46
  • msg #59

Re: SG Discussion

In reply to Player 4 (msg # 58):

I offered to give you the Library...
Player 4
editor, 163 posts
Tue 30 Mar 2021
at 13:15
  • msg #60

Re: SG Discussion

Player 6:
In reply to Player 4 (msg # 58):

I offered to give you the Library...

It's not that. I opened with "I don't want to do Hedge or Redcap and this is why." Then we were going back and forth on weather the SG should be in or out of the covenant. There were two that didn't have potential SG's as residents and I said I could take the one I hadn't already said I didn't want, if that's the route we were going to take.

Now we were are decided on non residents acting as SG's which is fine and what I assumed initially. So Boarder is where all my characters live and I didn't want Hedge or Redcap. I hadn't actually given a preference for the other three.

Which is to say. Ya, I'll take the Travelers.
Andre ex Miscellanea
Magus, 59 posts
Warrior, Vagabond
'Hedge Wizard'
Tue 30 Mar 2021
at 21:23
  • msg #61

Re: SG Discussion

Player 4:
Which is to say. Ya, I'll take the Travelers.

And Ya, we'll take you, too.
Player 6
editor, 90 posts
Mon 5 Apr 2021
at 13:48
  • msg #62

Re: SG Discussion

I know this is mostly a question/s for the Alpha SG, but I'm sure the answers might affect the stories we all tell.

Harco certainly seems to be for this venture, and presumably so are our parens, but do you have general thoughts about how the various tribunals, or certain covenants, might feel about it?

Some stories will likely involve Magi from other Tribunals, whether they invite a magi over to visit them, or come visiting themselves. How free are we in making up these Magi? What about using canon characters? say one of those featured in Magi of Hermes...
Player 4
editor, 166 posts
Tue 6 Apr 2021
at 14:02
  • msg #63

Re: SG Discussion

Seems to me that no matter what the answer be it near unanimous or pushed through by an elite few. That still leaves more than enough magi to act as antagonists or allies. Like you are only going to need like 3 or 4 magi max to use as assistance or to cause trouble.

If we for some reason use "canon" magi, we should probably discuss here so we don't double up what they are doing on a given season. I won't be using anyone with a stat block, maybe that animal guy. I'm far more likely to use one of the magi from the tribunal books that only have a name and a set of personality traits.
Beta-SG The Aerie
GM, 10 posts
Andre ex Miscellanea
Marius Lazarescu
Wed 7 Apr 2021
at 13:18
  • msg #64

Re: SG Discussion

Good morning all, and I hope you all had a lovely Easter (however, and if even, you celebrate it).

Questions for the Alpha SG:
1/  are the ‘1219: Arrival in ...’ threads the official game start?  Or, like ‘Tribunal 0’, are they still historical-games-setting?
2/  when the the Covenant-Beta-ST’s take over for those Covenants?
Beta-SG The Aerie
GM, 11 posts
Andre ex Miscellanea
Marius Lazarescu
Sat 10 Apr 2021
at 03:45
  • msg #65

Re: SG Discussion

My perception of this setting is that travel will be harsher on folk than in the more temperate and populate lands north of the Mediterranean.
I am considering using the following as a guide for making ‘Stamina + Survival’ rolls for my PCs when they are travelling.
It assumes ‘uneventful travel’ during the described time periods:  if I plan an encounter, the described travel time will end at that encounter, then start again afterwards.

Description of TravelDifficulty RatingEase Factor
A few days travel‘Average’9
Up to a week‘Hard’12
Over a week‘Very Hard’15
Along well paved and supplied roadsDifficulty -1 
Through inhospitable terrainDifficulty +1use a Stress Die
Through hellish conditionsDifficulty +2Use a Stress Die
Without prepared supplies*Difficulty +1 
* the general Description of travel assumes that one is travelling with appropriate supply of water and basic foods, and a wagon for shade and rest.
As always, the ST running the story is the final arbiter on these matters.
Players are always, however, welcome to politely suggest ways to mitigate travel time and the Fatigue therein.


The PCs will make their ‘Stamina + Survival’ roll at the end of the described travel time; and will take a ‘Long Term Fatigue’ for each point they fall short of the Ease Factor.
For example:
~ a weeks travel along well paved/supplied roads, with adequate supplies = Ease Factor 12.  A character with Stam+Surv of +5 will likely make this without much Long Term Fatigue … as they well rest each night, mitigating most of the fatigue accumulated that day.
~ several days travel, through the unforgiving desert, with no supplies = Ease Factor 21.  Most characters, if they survive, are likely to be extremely weak and fatigued (and sunburned) by the end of it.




I am seeking the advice of the Alpha and my fellow Beta ST’s on this.
Please offer your advice on how that sounds.  It is a guide that I intend to use, and not unwaveringly set in stone … but I’d like your general thoughts before I start implementing it.

Player 4
editor, 168 posts
Sat 10 Apr 2021
at 03:56
  • msg #66

Re: SG Discussion

So, is this just for like dieing of exposure? Not other survival stuff like finding food and shelter?

Like for exposure, you don't really even need a roll for a day without there being harsh conditions.
Beta-SG The Aerie
GM, 12 posts
Andre ex Miscellanea
Marius Lazarescu
Sat 10 Apr 2021
at 04:29
  • msg #67

Re: SG Discussion

The Survival skill is, of course, about "Finding food, water, shelter, a direct route, and relative safety in the wilderness (a very dangerous place in Mythic Europe). This Ability covers such mundane tasks as building a fire and cooking food without implements".

And I want to be able to gauge with a quick roll, how any given character will fare on/after a journey ... dependant on a Survival skill roll they make for that journey.

 A guide and mechanical roll that I can make to be able to say, "At the end of your journey, you are feeling ..."

Does that make sense?
This message was last edited by the GM at 04:37, Sat 10 Apr 2021.
Player 6
editor, 91 posts
Sat 10 Apr 2021
at 08:25
  • msg #68

Re: SG Discussion

In reply to Beta-SG The Aerie (msg # 67):

I think the difficulty is too harsh, though I can see that it would be harsher on most character who aren't natives to such a harsh climate.

I'd suggest lowering the difficulty by 3, and add a +1-3 depending on where a person is from, and have that drop the longer they spend here, as long as they are not lab-bound.

For example, Qais should be better adapted to these conditions than a Magi who just came off the Rhine. So Qais might have +1, or even +0, while the Rhine Magi might have +3.

That is my take on it.
Player 8
editor, 57 posts
Jaegar of Merinita
Giovanni the Redcap
Sat 10 Apr 2021
at 12:37
  • msg #69

Re: SG Discussion

In reply to Player 6 (msg # 68):

I agree with Player 6's suggestions. I would also suggest the following mitigating factors:

-Traveling with a caravan subtracts from the difficulty (variable depending on caravan size).
-A native guide subtracts his Area Lore from the difficulty, and/or
Area Lore of the traveler subtracts from the difficulty.
-Proper clothing subtracts 1-2 from the difficulty.
-Mode of travel subtracts from the difficulty. By appropriate riding animal -1, flight -2, at night in the desert -1 (considering appropriate place to rest during the heat of the day), other modes of travel considered in difficulty.

So traveling as natives do is arduous, but not impossible. Deciding to strike out on your own, or being trapped alone, is going to be difficult. Alone, unsupplied, in an area you don't know? Dead without magical aid, and even magic might not be enough.
Player 4
editor, 169 posts
Sat 10 Apr 2021
at 15:02
  • msg #70

Re: SG Discussion

Are you using "difficulty" to refer to a +3 EF?

I really don't like it being based on origin. There is no mechanical support for that elsewhere in the game and it is fairly lilly that some of us will be living here for multiple muggle lifetimes. An alexandrian scholar is going to have no better chance surviving in the desert than a parisian scholar.

If you are from the desert you should have a specialty in deserts, because that's where you are from.
Player 6
editor, 92 posts
Sat 10 Apr 2021
at 17:30
  • msg #71

Re: SG Discussion

In reply to Player 4 (msg # 70):

As I said, the increased difficulty would lessen with time. And an Alexandrian Scholar would be more accustomed to the heat of day and the cold of night. Much more than a Magi from the Rhine, or England.

Is there a rules precedent? no. But Beta-GM Aerie did want to simulate how harsh life is.
Player 7
editor, 33 posts
M: Macrinus
C: Guenter
Sat 10 Apr 2021
at 19:22
  • msg #72

Re: SG Discussion

Beta-SG The Aerie:
My perception of this setting is that travel will be harsher on folk than in the more temperate and populate lands north of the Mediterranean.
I am considering using the following as a guide for making ‘Stamina + Survival’ rolls for my PCs when they are travelling.
It assumes ‘uneventful travel’ during the described time periods:  if I plan an encounter, the described travel time will end at that encounter, then start again afterwards.

Survival rolls should only be made if we are trying to live off the land. Travelling through the desert is hardly pleasant, but shouldn't be risky and dangerous if supplied. Certainly, if we are hit by a sandstorm or other problem we will have to adapt. If we get lost, and supplies run low, yes, then we make survival rolls.

The magi of the Aerie can all shapeshift to birds. I'm assuming that if we stay in bird form, we only need to eat commensurate with a two pound bird, rather than a 160 pound adult male.
Player 4
editor, 170 posts
Sat 10 Apr 2021
at 20:27
  • msg #73

Re: SG Discussion

Player 7:
The magi of the Aerie can all shapeshift to birds. I'm assuming that if we stay in bird form, we only need to eat commensurate with a two pound bird, rather than a 160 pound adult male.

Which is a lot less of a difference than you would think. But also for a lot less time.

quote:
And an Alexandrian Scholar would be more accustomed to the heat of day and the cold of night. Much more than a Magi from the Rhine, or England.


Ah yes the heat of day and the cold of night. Since they are at all experienced with any of it when they grew up living in the city. Take my ass from Michigan and my buddy from texas and throw us in the desert or the wood in either of our states and we are both screwed because we are untrained suburbanites. A specialty is the easiest way to say you are accustomed to the environment. The house rule makes it plausible that you could get used to living in your new environment and get rust living in your old one. All handled.
Player 2
editor, 43 posts
Plays: Klaudios
Sun 11 Apr 2021
at 02:20
  • msg #74

Re: SG Discussion

Would it be helpful to have a little table on the wiki with what covenant is Beta'd by whom?

From reading this thread, I'm not really clear on who has a beta SG, who wants one, or what their scope is. The redcap thread has already basically petered out waiting on SG answers, and I'd like to get a move on.

The Alexandria thread seems to have the right idea for keeping moving without SG involvement, but for everyone else it might be good to have some clarity.

I myself am not really comfortable "claiming" a group, but I posted a little "SG bio" upthread if any group wants to ask me to help run their covenant!
This message was last edited by a game editor at 02:21, Sun 11 Apr 2021.
Player 4
editor, 171 posts
Sun 11 Apr 2021
at 02:51
  • msg #75

Re: SG Discussion

Pretty sure it's decided but the groups haven't been passed off to us yet.
Beta-SG The Aerie
GM, 13 posts
Andre ex Miscellanea
Marius Lazarescu
Mon 12 Apr 2021
at 10:39
  • msg #76

Re: SG Discussion

Player 6:
I'd suggest lowering the difficulty by 3, and add a +1-3 depending on where a person is from, and have that drop the longer they spend here, as long as they are not lab-bound.

For example, Qais should be better adapted to these conditions than a Magi who just came off the Rhine. So Qais might have +1, or even +0, while the Rhine Magi might have +3.

Oh, Qais has spent the point to represent such.   I would expect him to be one of the true survivors in these harsh lands.  But if we (the GMs) are just going to hand-wave away the harshness of travel in these lands, I think that his point expenditure is diminished.

Player 8:
I agree with Player 6's suggestions. I would also suggest the following mitigating factors:
-Traveling with a caravan subtracts from the difficulty (variable depending on caravan size).
-A native guide subtracts his Area Lore from the difficulty, and/or
Area Lore of the traveler subtracts from the difficulty.
-Proper clothing subtracts 1-2 from the difficulty.
-Mode of travel subtracts from the difficulty. By appropriate riding animal -1, flight -2, at night in the desert -1 (considering appropriate place to rest during the heat of the day), other modes of travel considered in difficulty.

So traveling as natives do is arduous, but not impossible. Deciding to strike out on your own, or being trapped alone, is going to be difficult. Alone, unsupplied, in an area you don't know? Dead without magical aid, and even magic might not be enough.

I also see the value in 6's suggestions.  My first thoughts are:
- this is just a guide I would use ... and if I find it too harsh, I'll simply mod the effects on the spot.  But I don't want to, as I say above, hand-wave away an essential element of THIS game setting that we have chosen.
- I don't see want a LOT of modifiers.  Like I say, I am willing to listen to PC suggestions and IC attempts to mitigate the effects of  this hostile land.
- This 'Survival' guideline for travel will dictate how well a character can do things like find 'appropriate place to rest during the heat of the day', and wear 'proper clothing', etc.   The PC's who've paid the points for high, Desert-spec'ed Survival skills ought to survive these treks much better than others.
- I do NOT intend to kill players during a downtime trek.   What I want is to be able to say, "after several days journey, Qais is still in good health, but John is obviously struggling, and is going to need a few nights rest to overcome the Long-Term Fatigue of this arduous journey".

Player 7:
The magi of the Aerie can all shapeshift to birds. I'm assuming that if we stay in bird form, we only need to eat commensurate with a two pound bird, rather than a 160 pound adult male.

See, I don't see 'just being a bird' giving a PC immunity to heat stroke, and need for hydration, etc.
That said, I'd happily agree that a bird could fly in 'a few days' what it would take another PC 'a weeks journey' overland to do. And that would affect the roll.   But birds die from this harsh land also.

And, as I've said, as a GM I don't mind of PCs come up with all kinds of strategies as a player: if their character doesn't have the skill to represent (including hunt, or survive) then the character shouldn't be allowed to just ignore a threat.
Beta-SG The Aerie
GM, 14 posts
Andre ex Miscellanea
Marius Lazarescu
Mon 12 Apr 2021
at 10:46
  • msg #77

Re: SG Discussion

Without wanting to seem pushy, I just wanted to Bump these:
Beta-SG The Aerie:
Good morning all, and I hope you all had a lovely Easter (however, and if even, you celebrate it).

Questions for the Alpha SG:
1/  are the ‘1219: Arrival in ...’ threads the official game start?  Or, like ‘Tribunal 0’, are they still historical-games-setting?
2/  when the the Covenant-Beta-ST’s take over for those Covenants?

Player 13
editor, 157 posts
M: Salma ex Misc
C: Qais, redcap
Tue 13 Apr 2021
at 02:33
  • msg #78

Re: SG Discussion

In reply to Beta-SG The Aerie (msg # 65):

Re: the Survival checks for travel.

For the most part folks on the ground are going to be traveling on trade routes and trade routes through the desert are those routes for a reason, because there is water along it so Area Lore tests seem more appropriate in those common instances. I also think it's odd that traveling with a caravan or guide still requires individual rolls. I don't see a benefit to situational modifiers based on where the character is from.

quote:
will take a ‘Long Term Fatigue’ for each point they fall short of the Ease Factor.

This is way too harsh. If someone botches a roll they die, I don't see another way to read that considering most things where you take more fatigue than you have the fatigue translates to wounds.
Player 4
editor, 172 posts
Tue 13 Apr 2021
at 03:24
  • msg #79

Re: SG Discussion

Player 13:
quote:
will take a ‘Long Term Fatigue’ for each point they fall short of the Ease Factor.

This is way too harsh. If someone botches a roll they die, I don't see another way to read that considering most things where you take more fatigue than you have the fatigue translates to wounds.

I agree they are a bit harsh.

But I'd hardly assume that to be the standard. But it's just like combat if you are doing it as one bulked roll. Botch=Death. If you are trying to walk across the desert and you break your ankle 5 miles from water then you die that's really about it.

I don't really see me using this for the Travellers. Unless the PC's really want them in play. For those guys the journey is too much of the story to be glossed over. Also they are MF'ing wizards... A spell to cool something you are carrying is a 1st mag spell. There are cantrip level spells to aide survival in most specialties. Travelling is something magi need to worry about their support staff doing. Not something they really need to feel threatened by.

Summoned water with moon duration can be done as a level 5 spell. More than long enough for you to drink it, get to your destination, drink sufficient real water to get it all out of your system, so you don't desiccate when it wears off. Don't rely on it for every trip but also don't take a fatigue from lack of water. NBD. (Granted a hilarious way to kill someone with a dispel)
Beta-SG The Aerie
GM, 15 posts
Andre ex Miscellanea
Marius Lazarescu
Tue 13 Apr 2021
at 04:48
  • msg #80

Re: SG Discussion

Please allow me to direct the negative responses to:
quote:
I also see the value in 6's suggestions.  My first thoughts are:
- this is just a guide I would use ... and if I find it too harsh, I'll simply mod the effects on the spot.  But I don't want to, as I say above, hand-wave away an essential element of THIS game setting that we have chosen.
- This 'Survival' guideline for travel will dictate how well a character can do things like find 'appropriate place to rest during the heat of the day', and wear 'proper clothing', etc.   The PC's who've paid the points for high, Desert-spec'ed Survival skills ought to survive these treks much better than others.
- I do NOT intend to kill characters during a downtime trek.   What I want is to be able to say, "after several days journey, Qais is still in good health, but John is obviously struggling, and is going to need a few nights rest to overcome the Long-Term Fatigue of this arduous journey".   


I am TRYING to create a respectful discussion with my fellow Beta/Covenant GMs, regarding what I see as a valuable element of this setting, that I'd prefer DIDN'T get hand waved away and ignored by players who just don't want their character inconvenienced by this fact.

Now, if we Covenant GMs just want to say that travel is 'no problems' in this setting ... that everyone arrives at their destination refreshed and without anything other than a passing narrative note about sore feet and tired muscles ... then so be it.
So I guess my question now is:
Do we want to have a guiding mechanic for GMs to use, to judge how weary and worn out a character is after days/weeks of travel in this environment?
Player 4
editor, 173 posts
Tue 13 Apr 2021
at 13:28
  • msg #81

Re: SG Discussion

quote:
- this is just a guide I would use ... and if I find it too harsh, I'll simply mod the effects on the spot.  But I don't want to, as I say above, hand-wave away an essential element of THIS game setting that we have chosen.

We are pointing out where we think the "guide" falls short and trying to improve it. Since a guide that we all just make our own on the spot changes to isn't a useful guide.

quote:
- This 'Survival' guideline for travel will dictate how well a character can do things like find 'appropriate place to rest during the heat of the day', and wear 'proper clothing', etc.

Strictly speaking I don't think this is what survival is. Travelling with a caravan or a supplied wagon is not "Finding food, water, shelter, a direct route, and relative safety in the wilderness." It's sitting in a wagon as my teamster and guide truck my ass across the desert. If I'm just walking some place (or flying) over more than a day then it's survival. But if I made all the prep ahead of time I don't see why it should be a check.

quote:
- I do NOT intend to kill characters during a downtime trek.

Then you need to rethink it being one bulk roll. Botches happen and when life or death hinges on one roll botches kill. What is your proposal for what happens when someone gets a botch on an EF 9 roll? They take 9 long-term fatigue? They are passed out laying in the sand long before then.

Making one roll per day and taking a L-T Fatigue on failure is more reasonable. It doesn't take that long. It allows for a magus who fails a few rolls in a row to decide that maybe spending the back half of his fatigue on conjuring a shelter of stone or sending for help is a better option than dying in the desert.

If someone is taking the season long journey from Tunis to Alexandria on foot then SOMETHING notable should happen along the way.

quote:
I am TRYING to create a respectful discussion with my fellow Beta/Covenant GMs
If we didn't respect you we would let the suggestion sit and do what we want as SG's.

We understand you think there should be a standard in place. You seem to be saying "Well if you won't take EF9 then you just want to handwave it all!" I'm the only one who has said anything like hand waving it and that was really only for Magi because, simply put, we won't allow ourselves to die over days/weeks of travel from exhaustion.

What's with the emphasis? Just because 8 isn't declared as an SG doesn't mean they don't get a voice.
Klaudios Bonisagi
Magus, 43 posts
Blunt
Aspiring Mathematikoi
Tue 13 Apr 2021
at 17:49
  • msg #82

Re: SG Discussion

Personally, I'm not very interested in quantifing how tired or comfortable individual characters are after uneventful travel. When are individual magi going to be trekking across the desest in such a way that those details should matter? Especially in the absence of a story.

It would be far more useful and applicable to get a handle on travel times and ranges for various types of groups, costs for supplies. I don't usually find purely punitive mechanics to be worth writing out. Make it a trade off: "A merchant caravan can stick to known routes and arrive in a month. If they bring extra rupplies they can drive at a faster pace, or can risk some losses" that kind of thing. Magic can replace supplies, hedge against failure from "pushing it", or replace group size, as appropriate for the exact effect.

I can whip out a basic table draft with standard travel paces/ranges some time tonight. Groups should be able to trade pace for range (and vicea versa), expend resources for either, roll applicable skills for bonus, and "push it" for botch chance.

Beyond that, I wouldn't bother to keep track of each individual character's experience at all: let them go ahead and narrate how they feel. Without extraordinary magic, individuals cannot travel significant distances. With extraordinary magic, why nickel and dime them on fatigue?
Player 4
editor, 174 posts
Tue 13 Apr 2021
at 18:12
  • msg #83

Re: SG Discussion

I think he is more concerned with their condition when they arrive to an adventure. The Fatigue is irrelevant if their condition at the end is irrelevant, missing 3 days of lab time or something. It is very relevant if they have to fight a dragon and they are down 3 fatigue.

What are you calling extraordinary magic? Complete immunity to the heat of the sun is a level 15 spell or less, done a few different ways, and that is if you want it on your and your camel.
Beta SG - The Aerie (Menagerie)
GM, 18 posts
Andre ex Miscellanea
Marius Lazarescu
Fri 9 Jul 2021
at 18:40
  • msg #84

Re: SG Discussion

Ok, please, I have logged us as as:

Beta SG - Apicem Domus (Hedge Relations Covenant)
Beta SG - Dessert Runners (Redcap Chapterhouse)
Beta SG - Lux Arcanum (Library)
Beta SG - Porta Amun (Border Covenant)
Beta SG - The Aerie (Menangerie)
Beta SG - Traveling Covenant


Now, If you all will, please ...
head over into your 'OOC: {Covenant}' thread, and do a roll-call.
  Lets find out which PC's are still on board, and which Covenants are still viable.
This message was last edited by the GM at 18:48, Fri 09 July 2021.
Beta SG - The Aerie (Menagerie)
GM, 23 posts
Andre ex Miscellanea
Marius Lazarescu
Sun 11 Jul 2021
at 10:44
  • msg #85

Re: SG Discussion

Ok, so as time passes:

The Covenants seems to be:
       (I am only working with Hermetic characters, at the moment)
Those highlighted have responded that they are still 'in'.


APICEM DOMUS / Hedge Relations … (group H)  … in Annaba
~ Longinus ex Merinita
~ Salma ex Miscellanea
~ Corvus ex Bjornaer
~ Appolonius of Flambeau

LUX ARCANUS / Library … (group L) …  in Alexandria
~ Malik ex Verditius
~ Vespera of Tremere
~ Benedict ex Mercere

THE AERIE / Menagerie … (group M)  …  in Gamara
~ Arnaldo ex Criamon
~ Macrinus ex Tytalus
~ Jaegar of Merinita

PORTA AMUN /  Border Fortress … (group B)  ... in Pelusium
~ Brontion ex Guernicus
~ Zahrah min bayt Miscellanea
~ Baqir Al-Andalus

DESERT RUNNERS / Redcap Chapterhouse  … (groups D and R)  …  Tunis
~ Malleus ex Verditius
~ Iapetus of Rennes, of Tytalus
~ Klaudios Bonisagi

~ Quis el-Sarwar (Companion)
~ Giovanni of Mercere (Companion)
~ Tallak Thorstennson (Companion)
~ Benedict of Mercere (Companion)
~ Tello of Mercere (Companion)

THE TRAVELLING MAGI … (group T) ... wandering
~ Leander ex Flambeau
~ Andre ex Miscellanea     



Several of the Redcaps have been posting in various Covenant threads (which is fine) ... but for now, I have lumped them all together into the Dessert Runners group.
This message was last edited by the GM at 03:11, Wed 14 July 2021.
Beta SG - Desert Runners (Redcap Covenant)
GM, 40 posts
M: Macrinus
C: Guenter
Tue 13 Jul 2021
at 21:25
  • msg #86

Re: SG Discussion

So we have about 50% who remain interested in the game. I think that we can continue, with the inactives declared "in Twilight" until and if they return to play.

The Alpha suggested that we go through our 1st two seasons, so that labs could be set up. Let's pick up with Autumn with people stating their goals.  As SG for "Desert Runners," I'll contact the player there and figure out what they want to do.
Beta SG - The Aerie (Menagerie)
GM, 25 posts
Andre ex Miscellanea
Marius Lazarescu
Thu 22 Jul 2021
at 21:57
  • msg #87

Re: SG Discussion

Beta SG - Porta Amun (Border Covenant):
Oh hey, hello! Looks like there was a little bit of a revival while I wasn't checking RPOL. Am I one of the last stragglers, or is it still really spotty? Might be worth trying to ping  people on the discord, I think that all of the players found the game from there? I'm logged into Discord literally 24/7 via my phone - I could get 1000 messages on RPOL and never ever notice, but at least see every PM and (most) @ pings on Discord!

I will get caught up as best as possible. Is it a good idea to read ALL of the OOC threads, or just the last bits of the general chat ones and the game specific ones?
A bit of organisation.

We seem to have 12 players* still with us ... and none more over this last week (I wanted to give others time)
              * maybe 13 with your return,   SG Porta.


My life is shifting, and I think I'll be stepping back from the Beta SG duties soon.

So I suggest that we reorganised into a few smaller Covenants.
Iapetus of Rennes is already making the move to LUX ARCANUS.

I suggest melding  APICEM DOMUS  and  LUX ARCANUS  as such:
~ Malik ex Verditius
~ Vespera of Tremere
~ Benedict ex Mercere
~ Corvus ex Bjornaer
~ Appolonius of Flambeau
~ Iapetus of Rennes, of Tytalus

    and meld THE AERIE  with   PORTA AMUN
~ Arnaldo ex Criamon
~ Macrinus ex Tytalus
~ Jaeger of Merinita
~ Brontion ex Guernicus
~ Zahrah min bayt Miscellanea
~ Baqir Al-Andalus
~ Andre ex Miscellanea
                          or some such.

But, I still cannot get any PM loving from the Alpha, nor do I see his involvement here?
This message was last edited by the GM at 22:01, Tue 27 July 2021.
Beta SG - Apicem Domus (Hedge Relations Covenant)
GM, 46 posts
Fri 23 Jul 2021
at 08:25
  • msg #88

Re: SG Discussion

I think that's a great idea - makes sure there are enough players per covenant to keep things alive, and with just two covenants being run makes things easier on the Beta-SGs that remain.
Player 16
editor, 49 posts
M:Iapetus ex Tytalus
C:Galeoto di Auria
Fri 23 Jul 2021
at 10:24
  • msg #89

Re: SG Discussion

In reply to Beta SG - Apicem Domus (Hedge Relations Covenant) (msg # 88):

Sounds good to me.
Beta SG - Traveling Covenant
GM, 188 posts
Fri 23 Jul 2021
at 12:30
  • msg #90

Re: SG Discussion

In theory having essentially two larger games is fine but we all built our covenants as a troupe.

The group at Porta were specifically there to be in Egypt or near the boarder. The group at the Aerie are specifically there to be in the middle of nowhere as I understand it. Unless I'm mistaken and the birds are fine moving closer to proper civilization?

Also the Traveling Magi don't want to be in a covenant. He's here and I'm here. So I don't see why we can't run that as is.
Alpha SG
GM, 395 posts
General rules
Fri 23 Jul 2021
at 12:38
  • msg #91

Re: SG Discussion

Beta SG - The Aerie (Menagerie):
But, I still cannot get any PM loving from the Alpha, nor do I see his involvement here?

Sorry. I really hate how RPoL alerts for PMs. It didn't know anyone was PMing me. I'll go take a look over there.

Yes, some consolidation might make things easier.
Alpha SG
GM, 396 posts
General rules
Fri 23 Jul 2021
at 12:41
  • msg #92

Re: SG Discussion

Looks like if we need another kingjawa, who was lurking, is still around.
Lurker
player, 1 post
Fri 23 Jul 2021
at 13:30
  • msg #93

Re: SG Discussion

I am still here.
Beta SG - Lux Arcanum (Library)
GM, 99 posts
Fri 23 Jul 2021
at 18:06
  • msg #94

Re: SG Discussion

In reply to Lurker (msg # 93):

I don't mind merging covenants, but I'd likely change my concept, since my Criamon Idea wouldn't feel like it fits.
It's not a big deal, since we haven't started.
Macrinus ex Tytalus
Magus, 87 posts
Hermetic Magus
Shapeshifter
Fri 23 Jul 2021
at 20:49
  • msg #95

Re: SG Discussion

Beta SG - Traveling Covenant:
The group at the Aerie are specifically there to be in the middle of nowhere as I understand it. Unless I'm mistaken and the birds are fine moving closer to proper civilization?

We were enticed by having an important site, as this has ruins from the Roman era. Speaking for myself, I'm fine with relocating, I saw it as a Tytalus testing himself against the desert. The key player is the Criamon character, whose goal it was to create a menagerie, and he's willing to revisit the concept.  So I don't think we have any problems with the Aerie merging.
This message was last edited by the player at 20:52, Fri 23 July 2021.
Beta SG - Traveling Covenant
GM, 189 posts
Mon 26 Jul 2021
at 14:41
  • msg #96

Re: SG Discussion

Macrinus ex Tytalus:
So I don't think we have any problems with the Aerie merging.

Well, the more the merrier I suppose. I don't like forcing someone to change, but I also don't see what would stop him from founding his menagerie at Porta Amun, so it is his choice.

But unless my player speaks up I'm going to keep the Travelers separate.
Jaegar of Merinita
Magus, 117 posts
Strong Fairie Blood
Shapeshifter
Tue 27 Jul 2021
at 14:23
  • msg #97

Re: SG Discussion

In reply to Beta SG - Traveling Covenant (msg # 90):

I'm fine with moving to Porta Amun. Whatever it takes to get it off the ground. We may still be able to utilize the site of the Aerie, as a set of vis sources to exploit, and eventual colonization. But being closer to civilization definitely has it's perks.
Andre ex Miscellanea
Magus, 66 posts
Warrior, Vagabond
'Hedge Wizard'
Fri 30 Jul 2021
at 22:13
  • msg #98

Re: SG Discussion

Beta SG - Traveling Covenant:
Macrinus ex Tytalus:
So I don't think we have any problems with the Aerie merging.

Well, the more the merrier I suppose. I don't like forcing someone to change, but I also don't see what would stop him from founding his menagerie at Porta Amun, so it is his choice.

But unless my player speaks up I'm going to keep the Travelers separate.

I am happy to go back to being a one-man wandering show … or join up with the Aerie, if that will facilitate matters.
Beta SG - Porta Amun (Border Covenant)
GM, 48 posts
Plays: Klaudios
Sat 31 Jul 2021
at 20:41
  • msg #99

Re: SG Discussion



Hokay! We're running straight back into the bystander effect, I think. SO I'm going to go ahead and get things moving as best I can.

My understanding of the running plan for the game overall is to pare down the scope, chiefly by combining the covenants that no longer have active members into active covenants, and carry on with or without the active participation of the "Alpha GM". Then, as things get going, other covenants can always rejoin in combination with the combined covenants splitting back out.

I have a partial table of all of the extant players and their activity, I'll post it organized by covenant in the next 4 hours or so, if that would be helpful to anyone. I'll post the table on the wiki where it can be easily updated with which player runs which cluster of characters.

As the appointed "Porta Amun Beta SG" I'm then going to hold a "session zero" for 72 hours in that thread, just make sure that everyone in that covenant is on the same page in terms of desired themes and pacing - and make sure that my own style of game running is something those players want.

Provided that period goes well, we're just going to... start. It is my suggestion that the other groups follow the same pattern. We can figure out how it all hangs together later.

Orphaned Magi can either wait for things to get going and then add on as new covenants in-game, participate as non-magi characters, or move into one of those groups in some capacity - either as integrated members who might later branch off, or as rogues participating in connected stories with the same SG cluster.

If the various groups get out of sync, we can spend some time down the road where the ahead groups play intermission stories, filling out gaps in the calendar where their companions and side characters weren't participating in main stories, while the behind groups do some abbreviated seasons to catch up.
Jaegar of Merinita
Magus, 118 posts
Strong Fairie Blood
Shapeshifter
Mon 9 Aug 2021
at 21:01
  • msg #100

Re: SG Discussion

In reply to Beta SG - Porta Amun (Border Covenant) (msg # 99):

If the Porta Amun thread is active, is there a way to add me to it? I am currently orphaned at the Menagerie.
Beta SG - Traveling Covenant
GM, 197 posts
Mon 9 Aug 2021
at 21:19
  • msg #101

Re: SG Discussion

Done
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