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, welcome to [ArM5] Troupe Tribunal

17:24, 2nd May 2024 (GMT+0)

OOC Discussion.

Posted by Alpha SGFor group 0
Player 10
player, 4 posts
Thu 25 Feb 2021
at 11:04
  • msg #101

Covenants Ideas

Perhaps my Merinita magus and the Pralix magus could live at the same covenant, close to some important site for the hedge magicians? Seeing how both have an interest in the cultures and traditions of them. As you guys were discussing earlier it would lead to interesting conflict if there were a more anti-hedge covenant as well.
Player 11
player, 4 posts
Thu 25 Feb 2021
at 11:31
  • msg #102

Covenants Ideas

There are also many magi interested in Spirits and the like, we could make a spiritual covenant?

My sahir would probably search for a spiritual covenant or an hedge covenant. (trying to escape the Flambeau "purge")
Player 8
player, 6 posts
Thu 25 Feb 2021
at 12:40
  • msg #103

OOC Discussion

In reply to Alpha SG (msg # 100):

Sounds good to me. With normal attrition (life happens) starting with a large group usually works out better.
Player 12
player, 5 posts
Thu 25 Feb 2021
at 13:04
  • msg #104

Covenants Ideas

While my Flambeau's interests isn't exactly Hedge Wizard friendly. I think that I could fit into a covenant that is more about integrating the secrets of the Hedge Magic into the Hermetic Theory than protecting the Hedge Wizards themselves.

That said, I could have my concept favour whichever outcome of the Join or Die which would make it fit whatever covenant he ends up with. As mentioned before, while it might be the easiest way to do so, besting Hedge Wizards doesn't have to involve killing them after all.
Player 13
player, 20 posts
Thu 25 Feb 2021
at 14:10
  • msg #105

Covenants Ideas

As the Pralician I am fine with either or both of the Flambeau and Merinita. It seems like the Sahir is thinking of a different covenant concept.
Player 3
player, 15 posts
Thu 25 Feb 2021
at 14:15
  • msg #106

Covenants Ideas

In reply to Player 10 (msg # 101):

I've finally made up my mind as to which of my Magi ideas I'll run with.

An Ilfetu Mystic, searching through the former territories of the Gothic Kingdoms of Northern Africa in search for any hints of Birna's magics. Perhaps the Gothic Shapeshifters of the past followed the invasions and settled these lands. Hedge Wizards could prove to be potential recruits...or scions of the Witch Cult. Regardless; while he hopes to fulfill this purpose, he also hopes to use the opportunity to become a renowned author on the topic of Africa's supernatural landscape among the Bjornaer, and perhaps among the wider Order!

As such he would also be interested in a covenant that wants friendly relations with the local Hedge Wizards.
Player 12
player, 6 posts
Thu 25 Feb 2021
at 14:42
  • msg #107

Covenants Ideas

In reply to Player 13 (msg # 105):

Would love to have my Flambeau join your Pralixian. Though it's starting to look a bit crowded in that covenant, I'll preliminarily add my concept to you three.
Player 11
player, 6 posts
Thu 25 Feb 2021
at 14:52
  • msg #108

Covenants Ideas

The hedge integration covenant seems already full, so I added a spiritualistic covenant.
Player 13
player, 21 posts
Thu 25 Feb 2021
at 14:53
  • msg #109

Covenants Ideas

In reply to Player 12 (msg # 107):

We have 15-16 players so 4 isn’t too large, it’s about the average for the minimum number of covenants.
Alpha SG
GM, 25 posts
General rules
Thu 25 Feb 2021
at 14:58
  • msg #110

Covenants Ideas

If player 10 is doing a Mercere, there certainly could be a chapter house, maybe with other magi. My mage will be good at necromancy and longevity, though not really a healer. That longevity bit could be handy for a Mercere house, but they do outsource a lot so that isn't necessary. Meanwhile, being good with ghosts pairs well with those working with other spirits.
Alpha SG
GM, 26 posts
General rules
Thu 25 Feb 2021
at 15:00
  • msg #111

Re: Covenants Ideas

Player 13:
We have 15-16 players so 4 isn’t too large, it’s about the average for the minimum number of covenants.

Yup. Counting Redcaps, we'll probably have 5ish covenants with just shy of 4 apiece on average. Of course, it could be that some pairs of magi make smaller covenants and we end up with several more covenants.
Player 9
player, 16 posts
Thu 25 Feb 2021
at 15:03
  • msg #112

Covenants Ideas

quote:
Redcap Chapterhouse/Covenant? (one of Coastal Cities, Central Location):


In addition to being the place for the Gifted Mercere, Redcap central would probably be a good fit for #4s Guernicus concept and I'd be happy to join with a Verditius who would like to make stuff helping the redcaps getting around. Who can say no to a flying carpet?
Alpha SG
GM, 27 posts
General rules
Thu 25 Feb 2021
at 15:06
  • msg #113

Covenants Ideas

Oh, ya, a magic-carpet making Verditius would fit right in there! You're right that that might be a good fit for a Guernicas, though the Guernicas might be happy elsewhere, too.
Alpha SG
GM, 28 posts
General rules
Thu 25 Feb 2021
at 15:11
  • msg #114

Covenants Ideas

Oh, I should have suggested we include a parenthetical note on that list with the covenants of the level of SGing (Alpha, Beta, Gamma (my term for next below Beta), or none). That way we can see what the covenants have as far as representation that way.
Player 4
player, 22 posts
Thu 25 Feb 2021
at 15:13
  • msg #115

Covenants Ideas

Point of order?

We must have a Bonisagus and a Quaesitor to hold a tribunal meeting?

I might Combine my concepts into a single Guernicus, if we don't have one otherwise. Guernicus Hoplites are nearly as common as Flambeau and keeping the Hedgifying concept he could integrated Hermetic Hedge Terram Magic into the Terrae-Magi cult (if anyone has an idea on where details for that cult could be found I'm all ears.)

He would still be pushing to shape the preihial code of the tribunal. Specifically trying to get an eye for an eye precedent on unintentional transgressions so that he can freely mass-scry the region for threats and apprentices.

I still want a fortress covenant at the deepest extreme of our boarders near some known threat or natural defensive position. Playing assassins creed origins it seems there are some decent spots south of Alexandria but the source is understandably questionable. Having a battle ready and Quaesitor equipped covenant on our boarder with the Levant might also send a message.

For that matter if people were looking for a research covenant it could reasonably be in the untamed and more dangerous high risk high reward areas of the tribunal's territory. So maybe people could get behind that?
Player 9
player, 17 posts
Thu 25 Feb 2021
at 15:18
  • msg #116

Covenants Ideas

In reply to Player 4 (msg # 115):

I’m up for either.
Border fortress or deep wilderness research covenant.

I can also swap the Verditius for a Bonisagi and still make flying carpets.
Player 13
player, 22 posts
Thu 25 Feb 2021
at 15:18
  • msg #117

Covenants Ideas

In reply to Player 4 (msg # 115):

Terrae cult is detailed in HoH:TL and p67 of The Sundered Eagle. There is an inset but there might be further relevant info in the description of Hedyosmos covenant.
Player 13
player, 23 posts
Thu 25 Feb 2021
at 15:20
  • msg #118

Covenants Ideas

Also, I dontbelieve a Bonisagus is necessary. Guernicus is necessary or they will send one so good to have them as a PC.
Player 12
player, 8 posts
Thu 25 Feb 2021
at 15:24
  • msg #119

Covenants Ideas

In reply to Player 4 (msg # 115):

We don't have to have a Bonisagus to hold Tribunal Meetings. Not unless we want to add that to our local rules. My Flambeau would be all for such shenanigans.

What we need is 4 Covenants, 12 Magi, and 1 Quaesitor. Any fewer Covenants, Magi, or Quaesitores in attendance and the Tribunal meeting is invalid.
Player 6
player, 14 posts
Thu 25 Feb 2021
at 15:33
  • msg #120

Re: Covenants Ideas

Player 4:
I might Combine my concepts into a single Guernicus, if we don't have one otherwise. Guernicus Hoplites are nearly as common as Flambeau and keeping the Hedgifying concept he could integrated Hermetic Hedge Terram Magic into the Terrae-Magi cult (if anyone has an idea on where details for that cult could be found I'm all ears.)


https://jarkmanpages.wordpress...cellany/terrae-magi/
Player 9
player, 18 posts
Thu 25 Feb 2021
at 15:34
  • msg #121

Re: Covenants Ideas

Player 12:
In reply to Player 4 (msg # 115):

We don't have to have a Bonisagus to hold Tribunal Meetings. Not unless we want to add that to our local rules. My Flambeau would be all for such shenanigans.



What, the Bonisagus has been prevented from coming again?

Yes, the tytalus answered, apparently his horse suddenly got ill. Probably something it ate.
Player 4
player, 23 posts
Thu 25 Feb 2021
at 15:44
  • msg #122

Re: Covenants Ideas

Player 13:
In reply to Player 4 (msg # 115):

Terrae cult is detailed in HoH:TL and p67 of The Sundered Eagle. There is an inset but there might be further relevant info in the description of Hedyosmos covenant.

I know it's specifically not in Ture Lineages. It literally says the details of the cult are beyond the scope of this book when it mentions them.

Thanks for the link.

Right, it's the senior most magus is chairman if there is no Boni or if the Boni is some kid no one respects.

EDIT: OOH, seems they are real dick heads and would not welcome my efforts. Possibly a good reason to fuck off to literally Bumfuk, Egypt. But I don't actually see the info presented in the link in either of the published works, if he just made that up then we can just make ours up.
This message was last edited by the player at 15:54, Thu 25 Feb 2021.
Player 12
player, 9 posts
Thu 25 Feb 2021
at 15:49
  • msg #123

Re: Covenants Ideas

In reply to Player 4 (msg # 122):

You're talking about the Praeco. Yeah, that's the senior Magus or Maga. Unless you live in Rhine or Transylvania who have other rules for determining the Praeco, or Thebes, who I don't think have a Praeco. I might be misremembered the Thebes bit.
This message was last edited by the player at 15:53, Thu 25 Feb 2021.
Player 13
player, 24 posts
Thu 25 Feb 2021
at 15:57
  • msg #124

Re: Covenants Ideas

In reply to Player 4 (msg # 122):

“I know it's specifically not in Ture Lineages. It literally says the details of the cult are beyond the scope of this book when it mentions them.“

Well I found you the page ref for The Sundered Eagle where they discuss the things they initiate.
Player 13
player, 25 posts
Thu 25 Feb 2021
at 16:01
  • msg #125

Re: Covenants Ideas

Player 12:
In reply to Player 4 (msg # 122):

You're talking about the Praeco. Yeah, that's the senior Magus or Maga. Unless you live in Rhine or Transylvania who have other rules for determining the Praeco, or Thebes, who I don't think have a Praeco. I might be misremembered the Thebes bit.


You’re correct about Thebes, they have an Archon determined from a council of magistrates (Arche) which is randomly determined..
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