Table Chatter

Okay, sweet plan. Don't forget that there's a villages worth of people huddling in the church, though.

For clarification, the Olladh Stiom Paidh (Great Circle of Justice) is an artificial hillock, perhaps 20 feet high and 40-50 feet broad at its base, upon which the Earl of Carrick and the people of Girvan gather to judge court cases. There's a ring of roundish stones, each slightly shorter than a man, about the base, with plenty of space between them. It's entirely possible that the site has a magical aura that trumps the surrounding Dominion. :neutral:

Question: where is the aura of Alerock? i read : alerock.wikidot.com/alerock but can't find it...

Er... yeah. I never put it in the wiki page. It's 4 - we agreed as much in the Covenant thread.

Just a quick aside - Exar, as cool as it is that you're getting really into this, do you think you could maybe go one round at a time for a bit? That's about all I have time to do in a day (I write my posts during quiet periods at work), and it gets confusing if I have to try and work out which of the 5-6 actions you've written up actually have time to happen. I'm assuming that Keythleen has had plenty of time to get her wards ready before she arrived, but the teleporting in his her action for the round - everything else you've posted will either happen later or it'll get ignored as plans change.

Plus, posting one action at a time makes the story flow better when I read back over it. :wink:

Also, while I'm bothering you, I've sent a PM to JeanMichelle asking what he'd like to do with his (now wounded) maga. I'll wait a day or two before doing any more updates, in case he wants to do something I wouldn't think of.

ok no problem : i just had thought about Keythleen yesterday and said to myself "heeey your maga is working alone, why can't she just come to help ^^". I'll try to do what you say :wink:

Edit -> Eclecticon some interesting points :

  1. soak 4 for Sean(and for other grogs in fact!) ? Does that mean he has no armor?? (because he is tough, he has a base 4 soak).
    I have to say it's unrealistic to claim you a warrior without any armor... even a fur armor is better than nothing.
    And i must say, it's very disappointing for a rich covenant to have no armored grogs... speak about uselessness.
  2. A warded thing against vim creature with good realms mean the creature can't act directly or indirectly against the warded thing. I assume indirectly cover "with weapon" that are not made of glamour/coagulation power or other natural magical claw).

Sorry - I didn't mean to jump down your throat. It just makes things easier for me this way.

In this, I'm actually following history. The gaels didn't wear much armour - none ofthe celtic cultures really went in for it until quite late in their history. Plus, most of your grogs are/were pirates, and at sea, armour = drowning even if you know how to swim. I assume that there hasn't been much armed conflict in Alerock's past, so it just hasn't been an issue up until now. Feel free to armour them up after this, if you want. They'll probably have learned a lesson or two about its usefulness after trying to bash their way through norse mail!

Sounds good to me.

I like Keythleen and her "i'm a theorician, you enemy, STOP !
And llet me think how i could defeat you before you cut my head" mind :wink:.

All in the head and all is theory... when it comes to practice, she understand only now (or not! she could be "too much" to just understand the danger!) she has many flaws in her magic.

Sorry to disturb, but i have been wondering a little detail about Keythleen call to slumber casting score, and it seems i made a mistake when i finished the sheet on the wiki.

I state: Call to slumber: casting score +41.
This +41 bothered me because i have 0 in mentem.
And with a little reverse engineering : it seems i have done a mistake: doubling rego (19x2) + stamina (3) make 41.... so i counted twice the technique, i must have been discrated and took rego for mentem when i made the maths ...
Or i could have been taking my focus in account (which is really weird because i know it and i know it's not for the call to slumber spell ^^) but this seems unreasonable as i didn't take the vim form in account (which is weird if focus would be applyable).

Anyway, i'll correct it. For the current spell, casting score was so 22 (so basically penetration was 28 rather than 47, i hop this doesn't change anything (i don't think so, but i prefer to be honnest).

Sorry... i'll check other casting scores on the wiki for keythleen!

Edit: OTOH, i can't find other magi stats on the wiki (Annaeus has a background description, and Morphiste seems not to be there), where are there? can't we gather all informations on the wiki rather in a post here? Besides, who is Paracleus?

Edit2: we really lack fire power :smiley: : IRL, i never had any problem with might 20 creatures :smiley:. This is very fun :stuck_out_tongue:

No worries about the Call to Slumber casting total - the penetration was still more than enough. As for Annaeus' stats, I'll post them up later today - Ishbel's also, if I have time. I've been leaving Morphiste for JeanMichelle to do. We'll see what he wants to do once he's back. As for Paracleus, that was going to be Caerlach's character, but since that worthy individual has vanished and his character has never been introduced into play, I really should just delete him.

As for being bothered by Might 20 creatures, my previous campaign was with newly-fledged magi in a Spring covenant, so being able to routinely affect Might 20 creatures is a bit of a novelty! Obviously I've found some sort of sweet spot here, and I should immediately stop any plans to hand out experience points, or any other form of character advancement, to keep everyone's fun going on for as long as possible...

EDIT: Speaking of posting character details, would you like to put some information up on the wiki about Alsygone of Montpelier? Stats are always good, but I'm more interested in knowing more about his background, connection to Keythleen etc.

I'll try this as soon as possible.

Edit: it's done. I have brought Alsygone as he is now in our IRL saga, with some guess about the future destruction of Phenix Ignem (as well as some time changes, because IRL we started in 1205 and are now in 1233).

Cheers! Looks good. :smiley:

Eclecticon, I was wondering: as it seems we will stay at 3 players, what do you think about, for those players we want, to bring a second PC magus? That would mean 6 magi max, in such covenant, it seems rather realistic.

My motive are to bring diversity, because at 3, we will have either to make breaks for study/labwork during 2 "adventures" either to have our magi never at the covenant (as it seems grogs (and companion? i don't recall which is yours, if you have any, and JeanMichelle isn't very participative (because of vacation if I remember well) for now, and i don't recall which companion is his...).

Nevertheless, it's just an idea (which I admit i would love, as I have some ideas), i'm not setting up any claims :wink:.

I don't have any objection to this in principle (though I won't be taking up an extra one myself - if I want to play around with other magi, I have GMCs!). I should point out, though, that I won't necessarily be running a story every season, and will sometimes run stories that are suited for companions (or even grogs) only. Magi need time for lab work, and lab work is fun - it's the reason I got into this game in the first place - so I want to make sure there's plenty of opportunities for Keythleen, Morphiste and Annaeus to retreat to their sancta and come up with new and interesting things.

In any case, I'd probably want any 'secondary' magi to be a bit younger and less powerful than the three 'primaries'. Perhaps 10-15 years out of apprenticeship? This means that they can plug some gaps in the covenant's magical capacity (and be powerful as all get out in a narrow niche, knowing your penchant for specialisation) without overshadowing their elders. It also means a bit less paperwork for me (fewer characters = less time spent keeping track of what everyone's up to). Let me know what your ideas are and we'll see what we can work out.

As for companions, mine was Sir Owen the Bearded (may his soul rest in peace), and JeanMichelle was running Wodin before his mysterious disappearance into Real Life.

For paperwork, I really don't have any kind of idea about how you keep it. I'm SG in another game (on RolePlayOnLine website) and i tend to write draft messages to myself in my gmail account or inside the game itself. I'm very bad at keeping tracks of things... :frowning:.

In this saga, i like the wiki (i found it really good and easy to manage, except the "link page together" part ^^).

For younger magi: it's not a bad thing and I understand your objective .

I had some ideas, en vrac :

  • a Mercere elementalist-kind magus (with either elementalist or secondary insight, it depends some spells i would discuss with you), coming here from House Mercere orders, to keep an eye on Keythleen works, and "without" vis magic (because vis is the main strenght in house Mercere power, and they need to prepare themselves if any breakthrough is done regarding the visless castings and so on).
  • a Flambeau, from the school of Vilano or Ramius, warrior like, coming from Spain to fight against giants and other hedge magicians, as to have an eye on visless magic (which are great things for Flambeau magi, who likes big bad ritual spells ^^) for his House.
  • a Tytalus, Diedne undercover, who wants to find things about other Diedne who maybe have emigrated to the North during Schism war.

I use Metacreator, and I've found it pretty useful, although I've had to do some kludgy workarounds to put Vance's difficult arts in.

Cheers! The wiki is pretty easy to manage, and you can add a link to another page by just typing '[[[' and ']]]' around its name. If you want to use different anchor text, you put [[[name of page|words you want to show on the wiki entry]]].

Without meaning to spoil anything, I have some irons in the story fire that would make this guy kinda redundant. Definitely not my first choice.

Of the three, I like this one the best. If you make him come from Normandy, it'd be a lot easier for me to work him into the saga. Let me know if this works for you.

Again, not my first choice (as it has little to do with the overall direction of the saga), but not something I'd veto outright.

I have no problem with a coming from Normandy Flambeau. I'll work a first draft and we can talk over together :slight_smile:.

I had another idea but i forgot it... it's... boring.

Edit: on the wiki I created: keythleen seasons page, keythleen lab page.
I assumed she has a standard lab in the tower (if i recall, Alerock has a magus tower, with only Annaeus inside?). I will work on the lab (with 15 in MT it would be a shame not!)

Edit 2 : I'll try with some Ex Miscellanea and a Flambeau background. I have kept 2 full profile because that made the post in character creation way too long to read!

Actually, nobody's using the tower at the moment except the grogs (who keep the pirates out of the covenant proper). The rest of the covenant (including the labs of Annaeus and Keythleen) is in a wide well dug out of solid rock at the top of Ailsa Craig. Have you read (or played) the Broken Covenant of Calebais? Same deal here. Annaeus' lab is two levels down - secure, but still with plenty of natural light. I'm assuming that Keythleen's sanctum is a little further down, as she's a later arrival.

One of these days I'll do a proper map of the place, I swear. Just as soon as I can put pencil to paper without my daughter trying to eat both (or me).

Sorry but I have never played or read the broken covenant of Calebais.

Do I have the subterranean free flaw or not with this localisation? You say nothing for Keythleen, only Annaeus.

Well, shit. Sorry about the spoilers. Basically, Calebais looks like this:

Alerock is built along the same lines, although possibly slightly wider (about 20 yards), and not quite as deep (yet). Whether or not Keythleen gets the subterranean thingo for your lab is basically up to her - a subterranean lab is back a fair way from the central well, and a non-subterranean one opens out onto the well itself. All the construction's done by magic in any case, so having a lab set deep into the rock is really just a matter of Morphiste casting Cavebuilder a few more times.

While you're at it, give her lab the Superior Construction, Superior Equipment and Precious Ingredients virtues. Alerock has money to spare, and its magi haven't been shy about buying up good quality venetian glassware and other expensive-to-import goods. I'm leaving the rest of her lab characterisation to you - which is why I haven't said anything much about it prior to now.