So hey folks as part of my continued personal campaign story setting project, hehe, I decided I want to go back a bit towards Heru's apprenticeship (which right now has a bunch of notes but isn't super detailed out) and sort of 'play' it as well. One of those elements is me coming up with ideas, both story wise and script wise, for how and when he initated into the various Hermetic virtues that he has access to.
Now, this all might be game breaking if it was an actual campaign with a bunch of players, but since I am both the ST and the player, hehe, I figure whatever, let's have fun. That said, i do want there to be fun and adventure and good use of rules.
Plus, even more to me, having interesting Initiation Scripts for these virtues give me, as ST and player, awesome ideas for the scenes I can have the magus undergo.
I will say that I am 'annoyed' by the whole Cult Lore thing, especially as how I can't use Hermetic Order or Magic Theory or something as part of it. I figure these virtues are literally Hermetic in design and they should be available.
Buuut, instead of me getting to annoyed I figured maybe I could use this as an opportunity for there to be a 'public' Mystery Cult in the covenant (Lumen Montis, I made it up) in the Greater Alps Tribunal that could basically have a set up for such things. Of course, me saying that, I now also need to think of a cult that could exist that would be fun and useful but not too demanding as I don't want Heru being tied down with having to do too many things with said cult later on.
Oh, as a note, due to the covenant where he was raising providing access to ritual Creo Corpus magic that increases Characteristics, the magus pays for all boosts from 1 to 5, those of negative are paid for by the covenant to get them reduced to at least zero, the teacher will have Presence 5. (Obviously, this is not a vis rare saga, lol.)
So, with that said, here are the planned Hermetic Virtues I was thinking of him finding a way to get - Affinity with Magic Theory, Affinity with Mentem, Affinity with Vim, Cautious Sorcerer, Flawless Magic, Inventive Genius, Puissant Magic Theory*, Puissant Creo, Puissant Terram, Spell Improvisation, and Secondary Insight.
Cautious Sorcer, I should note, might come from him witnessing the accident that caused the maga his family worked for when he was a child to go into Final Twilight and turn his parents, and unborn baby sister, into stone. (Random note, they were 'freed' by his own parens years later, though the sister was transformed into a magical human due to the effects.) (Ooh, thought, maybe the initiation can have him go back to said ruined tower to investigate what happened.)
He also has Binding the Gift, which I actually already created an initiation for (its a magical version of the Merinita virture he got on his own merits), and Magical Memory due to him having cast the ritual Memory Palace spells.
*Gained as a member of House Bonisagus.
His Hermetic Flaws include Deficient Imaginem and Difficult Spontaneous Magic. (I don't object to the idea of others but honestly none seem super interesting to me based on the character.)
I should note his main Virtues are The Gift, Hermetic Magus, Alluring to Magical Beings, and Comprehend Magic.
He also has Hermetic Prestige in part due to the work he did to get the Baths of Baden enhanced for magi.
His General Flaws include Ambitious, Close Family Ties Dependent, Driven, and Lecherous.
He also gains Fostered Apprentice since, well, he was fostered.
He will also have Magical Being Companion after he frees the minotaur in the ruins of the Temple of Mercury regio. Said being, named Asterius, will join him on his adventurers. hehe
Anyway, I was wondering if anyone had any thoughts or ideas or whatnot. I really do want to make the Initiation Scripts make a lot of sense and be fun to rather than scarring. But I do want it to be accurate to both the rules and the spirit of the rules, though that said I am totally open to bending said rules and spirit for my fun, hehe.
But yeah, any thoughts on this would be great! You all know your stuff and have a lot of good ideas and so I look forward to hearing things.
PS. 2 things. 1, I decided that for his adventurers in the Levant Tribunal I will go the Flying Castle of Thomae route because while Blood and Sand had some nifty stuff in it, glad I bought it, well glad I bought ALL the books, nothing jumped out at me as 'Heru would go chasing this".
- When Heru goes to Egypt I am thinking of having his covenant site, connected by Mercere Portal obviously, be in the Siwa Oasis. I absolutely adore the information there, including the facts about the Zaggalah (looked them up, in real life they are trying to wipe that element from history, so sad, but I digress). My 'issue' is the location, I was hoping something more central and Nile based for all that it really is perfect. But it did make me wonder, is there any potential for me to move the location somewhere lese in the region, or is it so unique that it has to be there. Because if so, well, I think Heru knows where he is gonna have a future base camp. hehe