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Progenitor

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Nov 21, 2007, 12:10:47 PM11/21/07
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This thread is for discussing your character proposals if you don't
want to open your own thread for that, and for general discussion of
the saga. I'm open to any requests or ideas regarding it.

Yair

Yan

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Jan 3, 2008, 2:34:59 PM1/3/08
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I am considering two ideas, and both include mysteries from TMCRE, so
I thought I'd see how you feel about them.

The first idea is an alchemist Verditius, but I have no special liking
for the Green Cockerels, so the fact that they either do not exist or
are still too small is really of no relevance, since I would prefer to
pursue another alchemical mystery.

The second idea is a theurge Guernicus and again, I am not
particularly fond of the cults presented in the book.


With this little (two words per idea!) description, how do you think
either could be incorporated into the Wendish Campaign?

Progenitor

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Jan 4, 2008, 2:43:19 AM1/4/08
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Both can work fine, but if you're planning on the Greater Elixir you
might want to reconsider since it won't be available in the campaign.

A guernicus theurgist may be an Astrologer, calling down the powers of
the stars, or a member of the Cult of Mercury, calling on the powers
of the pagan deities of old; these are the two major groups that would
be active in the saga that are involved in theurgy (unless you'll lead
me in other directions). I'd strongly suggest a transitionalist
guernicus, and keep in mind the leadership of the House in this saga
is actually fairly traditionalist.

A verditius would be interesting mechanically; I've been told my house
rules (and intended saga pace) would bolster them, and it would be
interesting to see one with the full TRME regalia. I can see how it
would work well with alchemy. Keep in mind the rule on lowered
penetration of magic items.

The only issue I have with a Verditius is that their mysteries are
more house-contrained and I haven't really thought about how to
incorporate them into the saga. I'll fit them in somehow if you'll
play one, though.

Yan

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Jan 4, 2008, 8:46:22 PM1/4/08
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The Great Elixir is no big deal for me, but what do you mean by the
Astrologers and the Cult of Mercury? Do you mean the Magoi of the Star
and the Neo-Mercurians or do you mean something else for the
Astrologers and the real thing for the Cult of Mercury?

If the latter, where can I find more info on them?

Progenitor

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Jan 5, 2008, 2:00:02 AM1/5/08
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I'm afraid the groups are details in a page that I forgot I
deleted. :) I don't want to give too many details on them, but
basically these are the two semi-open esoteric mystery cults in the
Order:

The Cult of Mercury is a group of magi that worship the old Roman
gods. It is not really secretive, and would gladly accept new members
into its ranks. It is somewhat associated with the Elder Gild and
House Merinitia, although it crosses these boundaries. It is led by
the sole Gifted Mercere in the tribunal, acting as high-priest, and
its magical Mysteries are sort of a combination of Mercurian Magic,
Faerie Magic, and a plethora of esoteric mysteries. [Behind the
screen, these include some Neo-Mercurian elements, some of the virtues
of Hermetic Theurgy, and links to Merinitia mystery cults.]

The Astrologers are a slightly more secretive group in that none
acknowledge membership in it, but it's suspected virtually all who
seriously delve into astrology are members of a single group. Its
members are famous as diviners, as well as their knowledge of the ways
the celestial sphere affects Hermetic magic.[Behind the scenes, their
magic incorporates Celestial Magic and the higher Theurgic mysteries.]

Yan

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Jan 5, 2008, 5:54:13 AM1/5/08
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Well ok, since you have put some work in them and they both seem to
have some impact in your world, I'll consider either of them instead
of bringing in a whole new mystery cult into play. I did read about
the only gifted Mercere in the tribunal, and playing a gifted Mercere
has some appeal to it. Oh well, I'll consider the options and get back
to you by Sunday at most.

On a different topic, how many interested people do we have, two?

Yair

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Jan 7, 2008, 12:39:27 AM1/7/08
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Do not feel overly constrained by these socieities, they are simply the two
OPEN mystery cults out there. While using them will, admittedly, be easiest
for me - this is not necessary. There are others, and if you have something
else in mind we'll probably be able to fit it in at least partly.

We have one more interested player, that is building a Merinitia magus. So
we will have three magi/PCs, unless more will join us.

Yair

Yair

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Jan 7, 2008, 12:52:24 AM1/7/08
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A question from another forum:

> Would [you allow] a troupe discussion of your House Rules?
>
> For myself , i find that many of your house rules
> would significantly reduce my enjoyment of the saga.
>
> Graham.

To an extent. Part of the idea of the saga is to test out my ideas
concerning lowering the level of magic - so I would NOT want to drop the
cardinal rule, the Weaker Magic rule. The other rules I am less adamant
about, and would entertain a conversation on changing them - although I'm
unlikely to change the rule on Faerie Magic, for cosmology-related reasons.

Yan

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Jan 7, 2008, 10:46:16 PM1/7/08
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Sorry for taking long, but I'm taking shots at the actual sheet right
now, and I've settled on a Verditius Astrologer.

Could you please tell me the Virtues associated with that mystery
cult, so that I can plan accordingly, or would you rather keep them a
secret?

I would need to know at least the first one though..

Progenitor

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Jan 8, 2008, 2:28:36 AM1/8/08
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The first is Planetary Magic. It proceeds to a Major Magical Focus in
your birth-sign, then Celestial Magic, and Divination (Astrology). The
deeper, theurgic, secrets of the cult would only be revealed in the
far future, but include Hermetic Theurgy, Daimonic Familiar, and
Ascension. The cult also has scripts for Puissant Magic Lore, Affinity
with Vim, and Affinity with Artes Liberales. Note your character would
probably only know of the first stages, up to Divination, and possibly
the three extra scripts, with only hints of the theurgic mysteries
(mainly in the form of invocations).

Rethra is, or at least was, a center of the cult - so it would make
sesne for you to go there. The sole occupant, you know, is a higher-
ranking member of the cult.

Yair

Yan

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Jan 26, 2008, 2:50:29 PM1/26/08
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Still alive, but working is eating up my time.

I'll have the sheet sent by the end of the week.

Y R

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Jan 29, 2008, 2:06:50 AM1/29/08
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Cool.

Yan

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Jan 31, 2008, 9:21:29 AM1/31/08
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Sigh, I still only have got the draft of my Verditius Astrologer, and
work is STILL eating up my time.

My apologies Yair, but I won't be able to send you the sheet just yet,
but I guarantee you will have it in time to review before the 14th or
15th or whatever the date is.

LucasTremere

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Feb 19, 2008, 1:04:25 PM2/19/08
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I wanna First say Hi to everybody, I don't know if i choose the right
option to post in the topic yet, but nevermind. How do i start here,
should simple post a character with history and and everything? Or
should I tlk to someone? I will rad the other site for more
information, but i think there i can find only rules and ambient(i
will have a look).I don't what edition i have at home, i played the
Ars Magica for Half an year, and i was close to be a GM for a wile,
cuase i've learned fast and i had some historys in mind, and this is
(or was) one option of the game. I hope i have enough knouledge to
start to play here with you.

Y R

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Feb 19, 2008, 2:01:47 PM2/19/08
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Hi Lucas,

You can start by asking questions, like you did, here. If you have a character idea, it's best to start a new thread (i.e. discussion) on it, but you can just post here if that's easier for you. You don't need to post a complete character with all its history and mechanics if you don't want to - while I'd like that eventually, even throwing out some character ideas is a good start. :)

Do read the site for our house rules and background on the covenant and intended saga.

We're playing according to the Fifth Edition rules. If you don't have this edition, I'll help you out with the mechanics but I would expect you to obtain the rules eventually. The rules and setting are similar enough that character concepts will generally work across editions, even specific virtues & flaws usually can be translated pretty well. (BTW, you can obtain the 4e rules for free online - just press the link on the product page http://www.atlas-games.com/product_tables/AG0204.php - but of course not the core rules for 5e, which is what we use.) We are open to supplements of 5e, too, but you don't need to own any to play. (You can purchase many as PDFs, at the same place, if you'd like.)

No extensive knowledge of history is needed to play. The site pretty much says anything you need to know, and I'll fill you in on anything beyond that that's directly relevant just like in any other game setting.

Our first session will be on Thursday, 18:00 GMT. I doubt if you will be able to build a character in time, but if you would you can join us then. If not, then just join us in the second session.

Looking forward to you joining us,
 
Yair
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