Character Creation: General Discussion

A Gifted Mercere could still take a political stance, though that would be somewhat unusual. Less unusual than a non-Gifted Mercere though to be sure. The goals of the Hibernian faction broadly speaking and those of Inchmore and its founding specifically are not exactly the same, though Inchmore is a gambit in the broader strategy of the Hibernians.

Inchmore serves three strategic purposes all of which would be known to any Inchmore Magus.

  • Deprive the Conquerors of Praesis of Spoils/Profit

This is not entirely successful as the Magi who conquered Praesis still made away with a great deal of loot from the Covenant. However in giving up the site of Praesis and Inchmore being founded they have no continuing claim on the vis sources of the area and thus have been deprived of immediate income with which to repay their vis loan war debt. Inchmore is intended to serve as a focal point / gambit for a broader economic (mundane and hermetic) undermining of the Continental Reform movement in the hopes of forcing them to default on said loans.

  • Reestablish A Peace/Treaty-brokering site for the Tribunal at large and in particular for the Coill.

This is a facet of the culture of the Hibernian Tribunal in that Praesis served this function before its fall. Inchmore was founded with the intent of it serving as the new focal point for these social/cultural functions to replace Praesis.

  • Establishing a Cold vs Hot War.

The political impetus in reaction to the fall of Praesis that led to the founding of Inchmore could easily have been a violent eruption of multiple Wizard Wars in the Tribunal. Instead Quaesitor Visioturpis browbeat the Hibernian hotheads into what is essentially an anti-colonialist / divestment strategy. Part of the goal here is to take overt, even blatant, but peaceful actions unless directly threatened/attacked. To not allow the Hibernians to be depicted and treated as the violent barbarians who require civilizing. That said ... this is just the strategy the Hibernian faction is currently following in no small part to gain the support of the senior Quaesitor of the Tribunal. Visioturpis is sympathetic to the Hibernian faction and Tribunal customs but stern on the Code. Things could easily develop in alternative ways through play.

These are all valid choices which I wouldn't steer you against.

I will say you could also easily break type a bit with a Mercere. They are still supposed to be a viable character in play and in whatever kind of interests are going on in the game. I wouldn't see any House as a non-option for Inchmore.

Yes, I was thinking of the peace treaty part as a focal point. And if you think a Mercere will work, I liked where I was going with the Mercere. Still might drop Mutantum Magic. It was there in tandem with Imbued with the Spirit of Vim. I'm not sure it belongs as much any longer.

I stuck with Mercere and kept Mutantum Magic, so no significant changes. I still have the (CrAu) spell I posted that needs to be checked; it's pretty non-controversial, so it should be OK. The only other special spells are R/D/T/Mutantum variants of canonical spells or are straight-forward uses of guidelines with no interpretation added.

I did change her name, though, while adding in names of the children she already has. I found a much more suitable Irish name while going through lists of names.

I've got her gauntlet and macgnimartha figured out, just have to type them. Then I have to post info about several people mentioned. I'll probably run out of room to reply to things, but getting a reply about my CrAu spell will solve that.

I think this sounds great mate, I'm excited to see where you end up with things! Any firm thoughts on a name/house so I can get a thread up for ya?

Could either @Nithyn or @Vortigern change the character name in the title of the thread for my character to be "Áine" (probably without the accent for a thread title I would guess) rather than "Sadb"? Thanks.

I'm glad everyone's good with that spell. I didn't think it was going to be at a controversial. Now I'm on to describing the next couple years.

Separately, I realized Unaging may be kind of a roleplaying nuisance here, even though it really fits. The issue is that I want her to be somewhat surprised (even if the player isn't) when after creating an LR she is still able to procreate. With Unaging there is an inclination to hold off potentially past 35. But without it she would be inclined to use it quite soon, and creating her own LR right away is more likely to lead into much more story stuff. So I'll probably swap that out for either Affinity with Creo or Skilled Parens, which are both fitting.

Done and done.

re: LR/Unaging. Yeah, I get that, and totally fair. Both virtues feel apt, so entirely your call mate.

OK. Made the edits. I also wrote in her macgnimartha and gauntlet; I'm pretty happy with those.

Thanks Nithyn, please call it Magus Dubhthach an t-Éigse Measceal

House?

He's ex Misc.

:exploding_head:

:sweat_smile:

Carry on.

I'd like some feedback with what I've posted regarding my new concept and build breakdown so far before I proceed. I don't want to assume that because I am ASG that all of my choices are non-problematic if you will.

Yeah yeah, I'm on it. Just gotta get these kids out of here so I can have parent/teacher conferences, then I'll go look.

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Since we have some Ex Misc development going on I wanted to share some of my perspective so you all can understand what I'm trying to zero in on, and why I think it is important, I'll amplify a bit. In the core I think many writeups for magical traditions lack in key aspects, and it really isn't about how much material they have written for them so much as where that material ends up focused. Because it is a criticism that I also have for many canon writeups for things, including even whole Houses. (No I'm not going there, just because I don't want to spend time there. Moving along.)

What makes different magical traditions actually different?

Some of it is captured in what kind of magic they do. But that isn't always a primary effect. It can be. But it can also be a side effect instead. What I'm trying to drill down to is what kind of actual philosophy or teachings they have. That can be partly shaped by the kind of magic they do, or the culture they are from, or their history. But that can be unpredictable and/or actually be causally working in reverse. Those things can be caused by something else that it is important to understand.

The thing I think is starkly missing from many tradition writeups is plainly put, what do they actually believe? What as Magi do they think about what they do? Why are they doing it? What do they think they are trying to do? What kind of ethos do they teach their apprentices and why?

It gets to the core of their identity as Magi, and resultingly should also be a significant influence on their magical choices/interests.

An example of how such concepts, without a whole lot of fanfare, can be transformative we can look at different conceptions of the Flambeau.

Flambeau Concept A: They are Ignem Masters who are Pyromaniacs. They like to burn things, and this includes people. If there is a fight in the Hermetic World you can/will find them there. From soldiers of fortune to mystical knights errant seeking honor and glory the Flambeau are magical warriors second to none.

Flambeau Concept B: They are descended from Roman Priests of Mithras, a Solar God of Virtue, Justice, Fire, and Light. Magi from this tradition emphasize the moral responsibility of being Magi and wielding what they see as the divinely ordained power of The Gift. They are frequently masters of their traditional Form of Ignem, and sometimes other battle magics. Perhaps just as importantly they often make both skilled and devoted Hoplites.

These can be, and often are, perceived as essentially the same group. Yet the overall tone of each is completely different and the Magi you would expect to see coming up in such groups would likewise be different.

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Have people given much consideration to Companion concepts? Are there any ideas that people have for Companions they would like? I'm contemplating concepts and would like input from the rest of you as to what kind of Companions you think your Mage would have.

I would like to see two Companions made by each of us to go well/primarily with a different player's Mage.

Vorsutus/Eadric I'm fairly open concerning Companion options, though I'd be particularly partial and interested in some type of mercenary captain.

I still have my faerie-style warrior using clesrada (sp?) mostly designed and would be happy to use him.

I'm entertaining the following ideas:

  • A priest of some kind (maybe from Inchcleraun), perhaps with powers (I'm mostly looking at Banishing. This has some overlap with Nythin's magus, but I think they could complement each other under the right circumstances).
  • A craftsman. Again my mind is taking me to a guy with Banishing, likely a blacksmith who makes the kind of divine bell described in TCI p.132 using Banishing + Lesser Craft Magic or the like. But I might force it to go elsewhere.
  • I was thinking of a warrior type. A mercenary captain seems nice.
  • An animal trainer of some kind (possibly dogs) with the Master of (Form) Creatures virtue.

There are other, less developed concepts. I have not settled for anything yet. The list is just so that people know what I am looking at and can make comments or present their own options. ^^

Also, I have not looked deeply at people's new magi yet, so after taking a look I may end up changing some concept to better suit our situation, or coming with something else entirely.


For Atheus, he would still need a bruiser for occasional protection and shady activities. Someone with Realm knowledge could help him expand his network towards the Magical/Faerie landscapes.

I think that would fit well. I have in mind an "honorable warrior wizard" kind of Flambeau (though not necessarily engaging in directly physical combat himself), so a "faerie knight" is fitting.

Likewise either of these for Vorsutus. Either of those could have originated easily from Lambaird/Lombard and have come from there during the founding of Inchmore, and thus have had long exposure to Vorsutus.

I could design a bruiser for offense/defense or a factor to help expand influence/agency, whichever you prefer. Do you have any preferences? A Goblin? A non-Gifted Hedgie? A no nonsense thief?

Any requests on your part @callen ?

I originally had a vis trading Redcap in mind for @RafaelB but given that @callen is the one with close ties, I'm unsure? Though in reality, bouncing between two mage's stories as appropriate feels fitting too.

Unsure about my second, so I think I'll wait and see what @Emelric ends up looking like.

On my end Blatant Gift means he really needs someone to either be immune to the Gift, or, you know, undead. Undead love him!

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The Redcap is a good option, indeed! I wasn't sure if you still wanted to keep him.


As for a proper companion for Domnall, maybe you just need someone who has known him for a long time?


By the way, what is our stance on:

  1. Magical creatures as companions/grogs?
  2. Magical creatures advancement?
  3. Familiars design (grog X companion, proper power level, should someone else play them, etc)?
  4. Familiars advancement?
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