Frequently Asked Questions - Myth-Weavers


Frequently Asked Questions

   
Frequently Asked Questions

As will happen throughout the course of a game, whether it be during character creation or actual play, questions will arise. And, because that is just the nature of things, the same questions will come up over and over again, either in complete or in part. To help everyone see what's been asked and the answers to the common questions that come up, I am putting up this thread for a FAQ of sorts.

As with all of the other threads, I'm going to have a table of contents (of sorts) in this post so people can jump to appropriate sections easily enough.

General Saga Questions
Magi Character Creation Questions
Companion Character Creation Questions
Grog Character Creation Questions
Covenant Questions

General Saga Questions

What is the starting year for this game?
1220.

But if our magi are supposed to be 3 years post gauntlet, with gauntlet ending at 25...
This means that every magi was born in 1192.

What about the age of companions and/or grogs?
They are born when they are born. Only magi have the strict restriction of what age they are at the start of the game.

What materials are allowed?
All canon books for Ars Magica 5 are allowed.

What about Sub Rosa?
Sub Rosa is allowed on a case-by-case basis. You must ask about something in SR, and I must approve it, prior to your using it. I'll need the edition and page numbers; failure to provide either of those means I can't review.

This game is in the Normandy Tribunal. What language(s) should our characters speak?
The language barrier is one of the most difficult and frustrating things in any game. Characters need to be able to speak to one another, and if they can't, then why are they even together?

Magi all must have Latin as it's required for these characters, so we don't have to worry about them speaking to one another. But as the game is situated in the Normandy Tribunal, and we must be able to communicate with all companions and grogs. Therefore, every character, regardless of "class" (Magi, Companion, Grog) must have either Normand French or French. There are enough similarities between these 2 languages that concepts and ideas can be gotten across, even if the subtle nuances cannot.

There's this really cool thing in a previous edition I'd like to use. Is that allowable?
No. Please try to find an equivalent in the current edition. If there is no equivalent in the current edition, you'll have to spend some of your time researching/inventing whatever it is you are looking for.

What kind of game is this going to be?
In a general sense, this will be about the PCs navigating their way through mythic Europe, taking on challenges presented to them from a variety of things. There will be role-play, exploration, research, politicking, and, of course, combat. I will state that the combat aspect of this game will probably not be as much as other fantasy games (such as D&D, for example), as this system lends itself far better to social and exploration activities. But combat will be a thing, and I'm hoping it will be well worth the wait in-between combat periods.

Ars Magica is troupe style, so who else is going to be running stories?
At the time of this writing, the only person who will be running the game is yours truly, Popestar. There are currently no plans to have others jump in and tell stories, but that may change throughout the course of running the game.

How long do you plan on running this game?
I am planning on it being a long-term game. That said, the game will run for as long as it runs.

What is the expected post rate?
I want to take this a bit slower than most other games, primarily because there is so much that can happen in this system. Characters will wander in and out, NPCs will do the same; the landscape of the area changes constantly, and I want players to be able to fully immerse and appreciate what is going on. Therefore, I will not expect a post rate greater than once or twice per week. If players post faster than that, I will respond faster than that. But I'd like to keep it to no less than 1-2 times per week please.

How are characters going to rotate in/out of the current story?
It should be stated that magi are the primary focus of this campaign, and as such, they will take center stage whenever possible. And unless a particular magus/maga is performing an activity that takes an entire season, they will be the primary character being run by a given player. Companions will be played when a player's magus/maga is involved in an activity that takes an entire season, while grogs will be played in the event both a magus/maga and a companion are not available.

With that said, players may bring their companions and grogs into any scene at any time, provided they do not forget that their magus is the primary focus. In fact, some players may find that they are able to play 2 or more of their characters at one time, and I will not object to that so long as the magus does not take a back seat to the companion or grog.

Will multiple stories be run at a single time?
At the time of this writing, I cannot answer that. While I have an opening story arc in mind, there is nothing to say that branching storylines won't be run concurrent to one another. So it's possible that this may happen.

Magi Character Creation Questions

Instead of a full-fledged magus, can we create an Apprentice?
No. All magi are 3 years post-gauntlet.

What about creating a child who hasn't started their apprenticeship?
No. All magi are 3 years post-gauntlet.

Can we create a magi who has more or less than 3 years post-gauntlet?
No. All magi are 3 years post-gauntlet.

Are you firm on the "no familiars" rule to start?
No familiars to start. This is a serious RP opportunity to find and befriend the right beast.

But you're allowing initiation, which is also an RP opportunity.
I'm only allowing 1 level of initiation, and even at that the requirements for initiation are pretty tough to get through. Not to mention that initiation leans pretty strong towards a lot of mechanics, while finding and befriending a beast is more role-play through exploration.

Can we go through multiple levels of initiation?
No. I'm allowing 1 initiation script per character, period. And, as has been stated, you must meet all the requirements in order to initiate, which in some cases is going to dictate what you end up doing during several - if not all - of the seasons you have in the 3 year period.

It says that initiation costs 1 season. So I only have to spend 1 season to initiate?
The act of going through initiation costs 1 season. You must meet all the requirements to go through initiation, which may mean you end up spending other seasons prior to this getting ready and meeting those requirements.

Do we have to spend all of the XP we earn in the 3 years post-gauntlet phase? For example, one of my arts is rather high, and to increase it I need a lot of XP.
No, you do not have to spend all of the XP earned in that 3 year phase. You can save as much or as little as you'd like.

Do Virtues/Flaws impact the amount of XP we earn during the 3 year phase?
Yes. Virtues and Flaws impact the amount of XP you earn in whatever way they normally would through the course of play. For example, if you have Elemental Magic and use a season to successfully study one of the elements, you do gain the 1 XP in each of the other 3 elements.

What about the flat 10 XP per season? How do Virtues/Flaws impact this?
They don't. By taking the flat 10 XP, you are effectively saying that you did something not otherwise accounted for, such as adventuring, that earned you XP. Because you are taking a flat amount, you do not get extra XP due to those Virtues/Flaws.

Where would we get raw Vis from if we wanted to study it?
You have 2 options here. You may assume that you are allowed to draw 2 pawns of raw Vis from the Covenant stores per season, or you may spend a season earning Vis wages (which actually grants you 3 pawns).

So, then, that's 8 pawns per year we can draw?
Somewhat. The total amount you can draw per year is 8, and it's preferred to draw only 2 pawns per season. However, due to the nature of enchanting items, it's entirely possible to draw what you need in any given season, up to 8 pawns per year.

If we don't use the Vis we draw, what happens to it?
It will be assumed that it was given back to the Covenant for its stores.

What if we don't want to do anything during a season in that 3 year period?
That's your choice, but you then lose that season.

What Tribunal do we have to be from?
You can be from any Tribunal that exists, although I would caution against coming from the Theban Tribunal due to their use of Greek instead of Latin.

Can we be a visiting magus/maga?
No. All magi live at the Covenant; you are not visiting from somewhere else.

I have ideas for multiple magi. Which one would be best for this game?
Whichever one you want to play. Create the character you want to play without worrying about what may or may not fit best in the game.

I have ideas for multiple magi. Can I create more than 1 magi?
Well, technically, you can. But you can only submit one for this game, so it's best that you don't do that.

But what if I create multiple magi instead of creating, say, the companion? Or the grog?
Everyone creates 1 magi, 1 companion, and 1 grog.

Is there any flexibility to the number of seasons we can spend performing specific activities?
While I'd rather we stick to the outline given, if you can give me a very compelling reason for your character to spend more than, say, 1 season in a given year improving your lab, I'll listen. Be warned that is not a guarantee that I'll lift the restriction, but rather me saying that I will listen to your reasoning and then give you a ruling.

Companion Character Creation Questions

Is there an age limit for companion characters?
No, there is not. But be aware that you must roll for aging once you hit a specific age in this game.

Can I create a companion who is a child?
No. All companions are at least 25 years of age.

But I have this concept for a young companion...
No. All companions are at least 25 years of age.

So if a companion starts at age 25, and I decide to advance him like 10 years, he would be born in...
1190. The game starts in 1220, so work backwards from there for birth year.

I aged my Companion and he died. Do I have to start over?
No. Sometimes, a bad die roll can have a profound effect on your character, and advancing in age beyond 35 has its risks. If you advance beyond age 35 and your character dies due to age, regress that character 1 full year, removing all XP, benefits, penalties, etc., and stop right there. You will then get the chance to RP this character and hope for a better result in-game.

Do Virtues/Flaws impact the amount of XP we earn for seasonal activities?
Yes. If you have a Virtue or Flaw that impacts the amount of XP you gain for a seasonal activity such as studying or teaching, you earn that extra XP in the normal way you would in the course of the game.

What about the flat 10 XP per season? How do Virtues/Flaws impact this?
They don't. By taking the flat 10 XP, you are effectively saying that you did something not otherwise accounted for, such as adventuring, that earned you XP. Because you are taking a flat amount, you do not get extra XP due to those Virtues/Flaws.

I have ideas for multiple companions. Which one would be best for this game?
Whichever one you want to play. Create the character you want to play without worrying about what may or may not fit best in the game.

I have ideas for multiple companions. Can I create more than 1 companion?
Well, technically, you can. But you can only submit one for this game, so it's best that you don't do that.

But what if I create multiple companions instead of creating a grog?
Everyone creates 1 magi, 1 companion, and 1 grog.

Grog Character Creation Questions

Is there an age limit for grog characters?
No, there is not. But be aware that you must roll for aging once you hit a specific age in this game.

Can I create a grog who is a child?
No. All grogs are at least 25 years of age.

But I have this concept for a young grog ...
No. All grogs are at least 25 years of age.

So if a grog starts at age 25, and I decide to advance him like 10 years, he would be born in...
1190. The game starts in 1220, so work backwards from there for birth year.

I aged my Grog and he died. Do I have to start over?
No. Sometimes, a bad die roll can have a profound effect on your character, and advancing in age beyond 35 has its risks. If you advance beyond age 35 and your character dies due to age, regress that character 1 full year, removing all XP, benefits, penalties, etc., and stop right there. You will then get the chance to RP this character and hope for a better result in-game.

Do Virtues/Flaws impact the amount of XP we earn for seasonal activities?
Grogs don't have the option to perform seasonal activities, instead being stuck with 10 XP per season (or 40 XP per year). They therefore don't get the benefit of earning extra XP for Virtues/Flaws.

I have ideas for multiple grogs . Which one would be best for this game?
Whichever one you want to play. Create the character you want to play without worrying about what may or may not fit best in the game.

I have ideas for multiple grogs. Can I create more than 1 grog?
Well, technically, you can. But you can only submit one for this game, so it's best that you don't do that.

But what if I create multiple grogs instead of creating a companion?
Everyone creates 1 magi, 1 companion, and 1 grog.

Covenant Questions

Where is the Covenant located?
Southwest of Caen, in Normandy, near the base of Mont Pinšon.

When was the Covenant founded?
1217. Notice that 3 years there between the time the Covenant was founded and the time the game starts? Notice how you get 3 years of seasonal activities for your magi?

Who founded the Covenant
The PC magi, with the help of the magi at the 3 other functioning Covenants in the Normandy Tribunal.

Where did the Covenant get all of its library books and lab texts? What about the enchanted items?
Gifts bestowed upon you by the other 3 functioning Covenants in the Normandy Tribunal to help you get up and running the right way. While magic is still a guarded secret, and people generally don't like to part with things they may have spent years working on, nobody in the Tribunal wants another Covenant - especially one made up of their own Apprentices - to fail.

What are the sources of income for the Covenant, and how much money does the Covenant make in a given year?
The primary source of income for the Covenant is forestry and lumberjacking, while the secondary source of income is agriculture/farming. The Covenant made, in the year 1219, a profit of 100 mythic pounds of silver.

So, the Covenant has 100 mythic pounds of silver in her treasury? Or she made that last year and is broke?
The Covenant has 100 mythic pounds of silver in her treasury.

So does this also translate to the Vis stores?
Yes. The amount of Vis stores shown in the Covenant thread are what the Covenant currently has on hand.

When do we know how much money the Covenant has made this year? And how much Vis is added to her stores?
At the end of the Winter season we will determine how much silver the Covenant made in 1220. As for the Vis, we will have to play that by ear; some of the Vis can be gained only once per year, while some of it can be gained every season.

How much does it cost to run the Covenant for a year?
100 mythic pounds. Which is exactly what she has in her treasury. At the end of the Winter season, we will determine how much money she made in 1220. Anything in excess of 100 mythic pounds earned is added to her treasury, while any shortcomings have to come out of her treasury. So we could have more than 100 mythic pounds in her treasury to start 1221...or we could have less. More means the Covenant is growing, while less means we have issues to deal with in-game.

I'm still confused as to when the Vis sources can be picked over?
This will happen in-game for the most part. For example, the golden rabbit only happens at the end of Spring or the beginning of Summer, so you'll have to actually attempt to catch the rabbit to get the stores. The pebbles at the crumbling rock face can be harvested all year long, up to 5 pawns in a single year.

Does the Covenant have any specialists?
Yes. Johann is a farmer and winemaker who the Covenant has hired to lead the agricultural side of things. He also happens to have a bit of knowledge of forestry, but we could always use people who are more adept at lumberjacking.

Are there rules for the use of library books or lab texts?
With there being only 1 copy of each, any book or text must be checked out so we know who has what. Until there are multiple copies of things, this is how it must be.

Who is in charge of the library?
A mundane is in charge of the mundane books (books that are not related to magic in any way). But we will need a specialist or companion - or even a magus/maga PC - to be in charge of the magical texts.

What about the Vis stores? Who is in charge of those?
Again, we will need a specialist or companion - or a magus/maga PC - to be in charge of these.

What are the rules for using the Library Lamp or the Fire Guardian? Are they limited to being used in specific places?
The Library Lamp is for use in either the Library or the Magi Council room only; it is not permitted to be anywhere other than in these 2 places. And to be used in the Magi Council room, a council meeting must be in progress.

The Fire Guardian is for use in the library only as it is a protective measure against fire. Fire is the most damaging thing that can happen in a library, and as such it needs to be there to prevent any fires from breaking out and destroying the books.

Where is the Mappa Mundi located?
In the Magi Council room. Generally speaking, only the magi of the Covenant use this item, and at that it's only used during council meetings when discussing events taking place.

What are the relationships with the surrounding mundane communities like?
It can be assumed that you have a neutral relationship with any existing mundane communities. Neither good nor bad, but a mutual trust that the Covenant and the mundane city/town/village have the same interest in living your lives without harming the other.








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