Ars Magica: Nova Semitae Saga

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Ars Magica: Nova Semitae Saga
ArM5LogoColor.jpg
GM
Mark
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
Game Year
Anno Domini MCCXXVI, autumnus
A.D. 1226, autumn
Magi of Nova Semitae
Geoffroy de Dreux of Jerbiton
Joshua Levi of Verditius
Magni of Flambeau
Obscurus Ignis of Flambeau
Veloxia of Bjornaer
NPC Magi
Aulus · Neanne · Fr. Thomas
Apprentices
Aline
Companions
Aesa, a Norse Shieldmaiden
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
Covenfolk · The Redcaps · Notable NPCs
Chart of Languages Spoken
Notable Animals
The Covenant
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 · Village Laws
Medieval Farming
Covenant Resources
Covenant Library · Varana's Tomb
Hospital Library
Vis Sources and Stores
Covenant Magical Items
Mundane Wealth · Classes and Training
Covenant Mechanics
Other
Ars Magica House Rules
Ars Magica Expanded Notes
Campaign Log · Loose Ends
Ars Magica PC Reference
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Experience Point Chart
Map of Nova Semitae

Symbol: Two vertical blue bands on the sides representing the Rivers Severn and Vyrnwy with symbols of a bee and sheaf of wheat representing agriculture. In the center, a white band with an open book and the hebrew words 'Urim' and 'Thummim' written on it, representing scholarship and the local jewish community.
Motto: Lux et Perficio (Light and Perfection)
Season: Summer
Aura: Magical 5
Founded: A.D. 1170
Magi: 8 (1 Jerbiton, 2 Verditius, 2 Flambeau, 1 Bonisagus, 1 Ex Miscellanea, 1 Bjornaer)

Nova Semitae is Latin for 'New paths'. It was founded as a refuge for magi who wanted a new life away from the stultifying political situation in 1170. Some 50 years later, it is once again looking for new blood to give it life, but the situation is much different. A vibrant, sometimes anarchic, political situation in both mundane and Hermetic realms makes for exciting times to live in.

The saga will begin in the Winter season of 1220 as the PCs arrive at the covenant.

An Ars Magica Primer may help with understanding the game and setting.

Covenant Flag

Symbol of Nova Semitae

Motto: Lux et Perficio (Light and Perfection)

Meaning: The two blue bands represent the River Severn and the Afon Vyrnwy which straddle the covenant. The sheaf of wheat and the bee represent the agricultural heart of the covenant's wealth. The book with the hebrew writing (borrowed from Yale University's crest) represents both the scholarly nature of the covenant and the covenant's Jewish community roots. The writing (depending on your translation) is 'Urim and Thummim', or 'Light and Perfection', which forms the covenant's motto in latin. The original hebrew phrase also has connotations of divination.

Dramatis Personae

The full list of characters is below. Magi and Companions in italics are NPCs.

Magi of Nova Semitae

The magi are the undisputed 'masters' of the covenant and village that supports it. There are currently a mix of PC and NPC magi residing at the covenant.

Companions

Companions support the magi in different ways, interacting with mundane society and providing specialized skills that the magi have neither the time nor inclination to learn.

Covenfolk and Grogs

The other characters at the covenant and in the magi's lives are numerous. See the main article for a full listing. Includes the Turb listing.

Grogs are player-run support staff. They can be covenfolk-like or Turb members.

Each player must create three grogs to help populate the covenant. One must be a combat type, one must be a non-combat type. The third can be either.

Redcaps

The Redcaps who helped in founding the covenant maintain independence in a small part of the covenant grounds. They provided initial vis and funds to float the covenant while a stable mundane population was established, and now enjoy the protection of the covenant without any of the costs. Additionally, such close quarters makes for close relations with House Mercere -- always a good thing to have.

Notable NPCs

As players explore the world around their covenant, they will discover a wealth of other characters. This article lists important NPCs in the magi's lives.

Notable Animals

The covenant and village are home to a number of supernatural creatures. This articles lists them in one place.

Mundane Background

Hermetic Background

The covenant currently enjoys the protection of the following:

  • Aegis of the Hearth at level 40 (-20 spellcasting penalty for those without a token)
  • The Bountiful Feast

Covenant Resources

The covenant is more than just a place for magi, companions, and grogs to live. Their resources are their livelihood. This section covers some of these.

Library

Main Article: Covenant Library

The covenant library holds multiple collections accessible by different groups. The covenant magi have arcane arts and lab texts, the general covenant and village population who are so inclined my access the general library, while magi of the Tribunal may access the Tribunal records maintained by the Redcaps (who charge their own fee).

Main Article: Varana's Tomb

In 1223, the covenant followed up on stories of a tower on an icy peak. In doing so they discovered the tomb of a maga named Varana in the form of a tower with layered regiones. It is possible, with the right steps, to make one's way deep into the regiones and find an astonishingly well-stocked library of both Arts and lores buried with the erstwhile maga.

Vis Sources and Stores

Main Article: Vis Sources and Stores

Hermetic magi measure their wealth by vis, not by silver. This section details how much vis the covenant has, where it comes from, and how to get more.

Covenant Magical Items

Main Article: Covenant Magical Items

A covenant as old as Nova Semitae (50 years old at the start of the saga) has a plethora of magical items created to assist the magi or the covenfolk in the day-to-day lives.

Mundane Wealth

Main Article: Mundane Wealth

Despite their desire otherwise, magi still need to worry about where mundane wealth comes from.

Classes and Training offered

Main Article: Classes and Training

Covenant Mechanics

Main Article: Covenant Mechanics

As with many things in Ars Magica, there are mechanics involved. Although for covenants I try not to let it constrict the stories available, it's handy to know what the covenant entails mechanics-wise, too.

Saga Journals

An official journal of this Saga's sessions will be kept here for record-keeping purposes.

House Rules

Main Article: Ars Magica House Rules

No game would be complete without house rules.