Table Talk (OOC)

I think a longship or knarr of virtue would be fine by me? Something mobile and usable on rivers and the sea both. And suitable for doing some trading and/or adventuring/combat. We can do any and all such things. And it doesn't need to be seriously enchanted. Or to have any invested devices attached etc. I'm not afraid to learn/invent some spells to help do things with a ship. And if we build a collection of such spells as lab texts anyone who wants to can do similar things with not too much investment.

I would rather put the preponderance of this purchase towards expansion of the library instead, and it would be an expenditure that would more clearly benefit all of us over time rather than have some feel they we were heavily investing in something they are not interested in.

Thoughts?

Where is appropriate to post such correspondence?

Why do you worry so much about rivers if we can have a flying ship? Maybe its not a priority after all :open_mouth: And i'd say that looking like a viking wouldn't be a good think too ^^! I mean... they murder and plunder villages, aren't exactly heroes for the common people here.

We really need ships so big? 30 meters long the first and 16 meters the second. I mean, yeah, we can trade, but... what? Unless i missed something, in Tugurium we aren't producing big amounts of trade goods. Maybe a smaller ship (thus, much cheaper to enchant) would be enough for our needs. It would also be easier to store/hide it when we arent using it.

And, how do you have a longship/knarr of virtue? I can see the wood used to built it being "of virtue" but the ship by itself im not sure how it can be. And whats the benefit?

All the other things that you told are great in my book :slight_smile: Alba would also make some spells if we have/want a magic ship.

It's been suggested that the ship be valuable enough that the ongoing vis payments to Oculus Septentrionalis would justify them supporting Tugurium's candidacy for inclusion into the Rhine Tribunal. A bare-bone ship is unlikely to meet the minimum for that? Unless you want to overpay for the ship (a hidden bribe)?

Of course, the purchase of the ship can be arranged for a later time, but this would mean some other reason would be needed to entice Oculus to support Tugurium.

I don't want/need those correspondence to be fully fleshed out, just noted somewhere. So perhaps in the Advancement log of your character?

I'm thinking that each season of correspondence on a subject would grant 1 xp towards purchasing a tractatus on that subject. The xp cost of the tractatus would be what is needed to purchase its Quality as if it was an Art, with a maximum Quality equal to the average of the correspondent's Com + 6 total.

So Vorsutus has a Com +1 (so total of 7) and corresponds with Alba, who has Com +3 and Good Teacher (so total of 12). The maximum Quality of their correspondence tractatus would be 10. It will take 55 xp to accumulate enough correspondence to reach that maximum.

So it will be a slow process. I'm not certain how many correspondences like that you can contribute in a given season. Certainly no more than 3. Perhaps tie it to the Com score?

That large expenditure could be anything, including (previously discussed in this thread I believe) investments in the library made by a similar agreement for purchasing a quantity of books from Oculus. So the proposal for a ship is one thing (and I don't hate it at all) but if library purchases are more palatable all around I certainly don't hate those either. If it would serve the purpose equally well (a diplomatically large enough purchase) then that aspect of the plan doesn't seem impacted.

I'd be open to other ideas for things to buy for that matter. But I don't think it really matters what we buy as long as it is in quantity and/or of sizable total value and from them.

An interesting idea!

I will clarify my expectations about the design of familiars here, because that is not something that applies to a single player or character.

When a player proposes a magical animal that will eventually be bound as a familiar, I want to see the following steps:

  1. The stats it would have as a mundane animal. If possible, use one of the mundane animals already described in the Book of Mundane Beasts (RoP:M p.140 and HoH:MC p.40) as a base. If an already-defined animal is close to the one you are aiming at, use that and tweak it a little. For example, a crow or raven wouldn't be very much different from a falcon -- the crow is a bit smaller (while a raven might have the same Size), switch a few qualities around (Crafty and Vocal instead of Keen Eyesight and Pursuit Predator). When you make such changes, explain them.
  2. The detailed and explicit process of turning the mundane animal into a magical animal (concept, season, unmodified Might, etc.) Since this is now a magical animal, the magical animal must have the virtues, flaws, and abilities of the mundane animal before we get to add more. They must still be paid for, but they are mandatory. For the rest of the selections, explain each choice as you go.

Step 1 should be validated and agreed upon before proceeding to step 2.
At the beginning of step 2, check with the troupe on your assumptions and decisions before proceeding with detailed selection of magical qualities and inferiorities, and again for the design of magical powers. Concept becomes very important for those.

Here's an example. Clusius might be interested in binding a magical Rottweiler. Luckily for me, there are already stats for a Hound.

Characteristics: Cun 0, Per +2, Pre –4, Com 0, Str 0, Sta +2, Dex +1, Qik +2
Size: 0
Confidence Score: 0
Virtues and Flaws: Improved Characteristics, Long-Winded, Sharp Ears, Reckless
Qualities: Domesticated, Keen Sense of Smell, Pack Animal, Pursuit Predator, Vocal
Personality Traits: Loyal +3, Reckless +3, Brave +2
Combat: Bite: Init +2, Attack +8, Defense +7, Damage +1
Soak: +2
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)
Abilities: Athletics 3 (distance running), Awareness 3 (keeping watch), Brawl 3 (bite), Hunt 4 (track by scent)
Natural Weapons: The weapon statistics for a dog’s bite are Init 0, Atk +3, Def +1, Dam +1.

Now, the Rottweiler is known for its powerful jaw, so I might make a case for adding the Large Teeth quality. It is also a tough fighter, so I could suggest adding the Tough (or Enduring Constitution) virtue balanced with the Oversensitive flaw (against those displaying agressivity towards their master).

But the troupe may judge these to be unecessary. After all, the description for the Hound already states that such large dogs include the Rottweiler.

Then I would proceed with turning the mundane animal into a magical one. I would propose switching out the Pack Animal mundane quality in favour of Pack Leader. That makes sense and comes free. Meaning a "free" obligation to purchasing 1 more point of Com and Leadership 5 in the design of the magical animal -- I still pay for those!

With those changes, the basic Abilities package of a Hound would cost my magical animal 215 xp. The Hound already has 3 virtues and 1 flaw, so I am limited in my additional choices. As a grog-level character this means I need to pick 2 more flaws and cannot add additional virtues. If this was a companion-level character then I could pick up to 4 more virtues and flaws. I also add the free virtue Magical Animal.

As a concept, I decide that this Rottweiler was one of the first to be breeded by the Romans when they came to Germany, its father having been matched by a local dog into a superior breed of guard dogs. It was lost to the Romand during a battle in a magical regio that it was unable to escape after the Roman legion it was with was massacred in the Black Forest. Its ongoing exposure to the magic of the regio slowly transformed it into a magical creature, gaining intelligence and eventually escaping the regio. It has gathered stray dogs over the years, forming a pack that roams the forests of Germany, moving from place to place.

I decide this is a grog-level character, so I add the flaws Wrathful (minor) and Craving for Travel (Grogs p.78). I also decide on a Might of 5, the "standard" Might for a grog-level magical creature in a High-powered saga. Considering the need for enough xp to purchase the basic Abilities package of the mundane animal, I must select at least Summer as a season (up to 360 xp). I make a case that the hound could very well be at Autumn (up to 720 xp), being one of the direct descendant of the hounds brought by the Romans centuries ago. The troupe decides that my case for it being Autumn is a bit weak, but finally agrees.

And then I move on to magical qualities and inferiorities. What makes sense for this magical hound? Perhaps Animal Resistance, Improved Attack, Improved Soak, Lesser Power and Minor Virtue (Reserves of Strength). I also select the Susceptible to Deprivation magical inferiority, which allows me to add a Personal Power.

All I need to do now is decide what powers make sense for a magical hound...

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If I may add, one might check the Animals of Mythic Europe pdf, for a compilation of all official and some fan made animals. For example, it has a raven.

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In the section Beast of Legend from the book HoH: Mystery Cults, pg. 41, appears the natural Qualities and base Virtues&Flaws for a crow.

Virtues & Flaws: Second Sight; Visions.
Qualities: Accomplished Flyer, Crafty, Keen Vision, Mimicry, Vocal.

In RoP: Magic, pg. 62, appears a Raven of Virtue, too.

I didn't know about that pdf, tyvm Itzhak :slight_smile: I will look at it, even if its just out of curiosity.

Its the one that appears in this thread?
I feel like i've seen before that author :stuck_out_tongue:

I added a link to the PDF version.

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Note that an animal of virtue is simpler to do. Take the mundane animal stats, add whatever virtue of quality that defines the "of virtue", and a Might of 1. Nothing else.

And mundane animals can also be made into familiars.

One assumes this is in reference to establishing the minimums?

Re: familiar design steps

I think this seems perfectly reasonable and compliant with RAW, so it gets two thumbs up from me. A good addition to the HR/character creation guidelines perhaps?

Sounds good to me mate, thanks for the ruling.

I've been a bit off the last few days... and now I'm recovering from a cold. But still here.

I also appreciate the clarification on familiars.

Posted year 1205 for Celeste, and she will arrive at Tugurium in Spring 1206, if it is all approved.

Same here :slight_smile:

I believe there was a thread where one could post what Stories one is interested in running, and also what stories he's interested for his character, but I can't find it.

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Regarding sponsorship: just remembered Collem Leonis (from Through the Aegis)!

Celeste has ties with the eldest maga from there, Ferra of Bonisagus.

What are we going to do with Collem? Does it still exists, or floundered? Maybe Ferra's last act in the Tribunal is to dissolve her covenant before moving away (the covenant was at winter, and canonically Ferra suffered a really bad twilight, losing talisman and familiar. Maybe that affected her)? Or maybe she supports us, as long as Celeste (and us) help her with Collem's attempt at a second spring down the road?

Unless someone wants to use Collem for more than background, I would simply ignore it.

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Hey folks, I've been giving things a lot of thought over the last week or two, and I'm afraid that I'm going to bow out. I only have so much time to commit to gaming, and as I'm currently working on reviving a saga I'm extremely passionate about, my rather limited time and energy is best directed there.

Thanks, and best of luck.

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