Ars Magica: Nova Semitae Saga |
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GM |
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Mark |
Game Start |
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Anno Domini MCCXX, hiems A.D. 1220, winter 5 Neanne 1, Hiems |
Game Year |
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Anno Domini MCCXXXV, aestas A.D. 1236, summer 7 Aulus 2, Aestas |
Magi of Nova Semitae |
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Geoffroy de Dreux of Jerbiton Joshua Levi of Verditius Magni of Flambeau Obscurus Ignis of Flambeau NPC Magi Aulus · Neanne · Fr. Thomas · Vitria Apprentices Ysabelo discipulus Aulus Esyllt discipula Geoffrey Sigrun discipula Magni Hermetic Status |
Companions |
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Lady Angharad ferch Madog, Princess of Powys Fadog Ritter Sigmund, German ex-Crusader Sir Daniele d'Audrieu, Norman merchant Sir William Cornwell, English ex-Crusader |
Other Characters |
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Covenfolk · Agents The Redcaps · Notable NPCs Chart of Languages Spoken Notable Animals |
Guests |
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Hortense of House Bonisagus |
The Covenant |
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Hermetic Covenant Charter · Membership Record Record of Offices · Covenant Service Council Voting Records · Hermetic Politics Stonehenge Tribunal Mundane Mundane Geography · Mundane Politics Village of Melverley · Melverley Castle Village Laws · Village Rumors Medieval Farming |
Covenant Resources |
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Covenant Library · Varana's Tomb Hospital · Hospital Library Vis Sources and Stores Covenant Magical Items · Mundane Wealth Classes and Training · Covenant Experts Covenant Mechanics |
Other |
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Ars Magica House Rules Ars Magica Expanded Notes Campaign Log · Loose Ends Ars Magica PC Reference |
Player Resources (PDFs) |
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Experience Point Worksheet Character Sheet (Variant 1) Character Sheet (Variant 2) Experience Point Chart |
Back to Ars Magica: Nova Semitae Saga
Boons and Hooks
This is the covenant equivalent of Virtues and Flaws. Boons are things that directly benefit the covenant and its members; hooks are complications and story opportunities.
Site
Boons
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Hooks
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- Magic Aura x2 - The covenant has a Magic Aura of 5
- Creo Tether - The covenant enjoys a +3 Creo attunement to its aura
- Difficult Access - About 3/4ths of the covenant is surrounded by a river that impedes easy access to raiders
- Healthy Features - The Creo tether of the covenant allows all living creatures to enjoy a healthier existence
- Mystical Portal - The covenant is home to a Hermes Portal operated by the Redcaps
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- River/Road - the Severn is navigable, and thus brings traders and other visitors on occasion
- Flickering Aura - the Creo tether is a bonus, but has specific needs to remain viable
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Fortifications
Free
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Boons
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Hooks
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- Manor House x2 - The covenant has two conjured manor houses made of stone
- Small Tower x2 - The covenant has two conjured towers
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- Walled Peninsula - The covenant has wall blocking off the peninsula they live on
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None
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Resources
Boons
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Hooks
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- Secondary Income - The covenant enjoys two sources of standard income
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- Vis Salary - Magi must work for their vis, and are not afforded a vis allotment automatically
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Residents
Free
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Boons
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Hooks
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- Missile Weapons - The majority of the covenfolk are trained in bows
- Strong Community - The jewish community is especially tight-knit
- Veteran Fighters - The covenant maintains a small grog contingent whose sole duty is guarding the covenant
- Local Language - A majority of the covenfolk speak Medieval Hebrew or Yiddish, which makes it difficult for visitors to understand or infiltrate the community.
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- Mercer House (Major) - The Mercer House provides for visitors and Redcap retirees, bringing news and stories
- Rights and Customs - The covenfolk have certain rights and privileges that are formalized and that they are accustomed to; violating them would cause discontent among the community
- Suffrage - The covenant allows women to pursue any employment within the community irrespective of tradition; this is looked upon by the broader society as unnatural
- Jewish Population - The vast majority of the covenant are jewish covenfolk. This has benefits and particular drawbacks in England and Wales
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External Relations
Boons
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Hooks
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None
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- Centralized Kingdom - There is no allodial land in England, therefore the covenant is part of the feudal system and ultimately is answerable to a higher noble
- Hermetic Politics - Despite being new, the PCs will need to deal with the legacy of the former members being active in Hermetic politics. The covenant owes three favours, but is owed three favours in return
- Missing Founders - The founders of the covenant are all missing. Why is this? Is another covenant or power responsible?
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Surroundings
Boons
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Hooks
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None
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- Faerie Court - The covenant has a local faerie court in the region that it needs to keep peace with
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