Ars Magica: Nova Semitae Saga
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.
- 1 Dramatis Personae
- 2 The Covenant of Nova Semitae
- 3 Covenant Resources
- 4 Saga Journals
- 5 House Rules
The full list of characters is below. Magi and Companions in italics are NPCs.
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 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.
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.
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.
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.
The covenant and village are home to a number of supernatural creatures. This articles lists them in one place.
The Covenant of Nova Semitae
Aura: Magical 5
Founded: A.D. 1170
Magi: 11 (2 Jerbiton, 2 Verditius, 2 Flambeau, 1 Bonisagus, 1 Ex Miscellanea, 1 Merinita, 1 Bjornaer, 1 Tytalus)
- Mundane Geography and Mundane Politics
- Village of Melverley (The mundane name of the Covenant)
- Medieval Farming, a reference for village farming life
- Covenant Charter
- Covenant Laws (Mundane)
- Stonehenge Tribunal
- Covenant Service
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
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.
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).
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.
Main Article: Mundane Wealth
Despite their desire otherwise, magi still need to worry about where mundane wealth comes from.
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.
An official journal of this Saga's sessions will be kept here for record-keeping purposes.
- Session 1: Arrival of the Magi (Winter)
- Session 2: Arrival of more magi, companions; vis harvesting competition; a trip to Ireland (Winter, Spring, Summer)
- Session 3: Summer activities at the covenant (Summer)
- Session 4: A trip to the Isle of Man for the Irish expedition (Summer)
- Session 5: Searching for the missing supplies (Summer 1221)
- Session 6: Finale of the Irish mission (Summer 1220)
- Session 7: Settling a local succession issue (Summer 1221)
- Session 8: Tribunal (Summer 1222)
- Session 9: Local Troubles (Summer 1222)
- Session 10: Solving local troubles; re-arranging Charter offices; re-arranging the Charter (Summer 1222)
- Session 11: Attending a Welsh wedding (Autumn 1222)
Main Article: Ars Magica House Rules
No game would be complete without house rules.