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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Dramatis Personae
Magi
Owain, a Bjornaer and a Knight
Vera, a Bonisagus and a Writer
Theodora Angelina, a Tremere and a Byzantine
Kazimir, a Tremere and an Inheritor
Gennady, a Tytalus and a Daredevil
Erindis, a Flambeau and a Jotunn-blood

Companions
Gerulf, a Merchant and a Wolf
Valentin, a Redcap and a Thief
Brynhildr, a Mercenary Captain and a Dragon Hunter
Ivan, a Bogatyr and a Giant-blood
Brother Luke, a Friar and a Doctor
Alesya the Black, a Noblewoman and a Plotter

Covenfolk
A Turb Leader
A Chamberlain
A Steward
10 Mercenaries
25 Veteran Fighters
4 Veteran Fighter Sergeants
A Scribe and Teacher
A Scribe
A Carpenter
A Leatherworker
A Blacksmith
10 Servants
10 Laborers
4 Teamsters
10 Various Children and Hangers-On
10 Horses

Others
Koschey the Cruel, a Ghost Tremere
Ilyana the Wise, a Bonisagus in Twilight
Scipio, a Chapterhouse Guernicus
Vasilisa, a Chapterhouse Jerbiton
Karolinus, a Chapterhouse Flambeau
Tyrvallen, a Chapterhouse Bjornaer
Ilya, a Tytalus
Marina, a Tytalus and a Beloved Rival
Stanislav, a Jealous Nobleman
Kind Pavel, a Holy Hermit
Andrei, a Merchant
Anastasia, a Merchant's Daughter
Divers Ghosts
Divers Faeries
A Leshiy

Mors Rattus fucked around with this message at 23:29 on Jul 30, 2015

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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018



Novgorod holds some truly old places, and the land of the Black Lady is one. Alesya the Black, wife of the land's late ruler, has become its new ruler, beholden to none. It is on this land that Kitezh Vyshka was founded, so many years ago, in a deal made by one of the first magi of Novgorod, Koschey the Cruel. Legend still tells of the terrible power of Koschey among the people, but it is a terror tinged with pride. The people of the land take pride in their ways, and it has been tradition to support Kitezh Vyshka as much as the actual ruler of the land. Indeed, Koschey's bargain has helped these people, and many own parcels of the land outright - which has always been something of a problem, especially when someone gets it in their head to try and sell their property.

The Tribunal is no less proud of Kitezh Vyshka, for all that its power has faded in recent years, as its most potent magi have, one by one, succumbed to Final Twilight. Koschey and his sodales, after all, were key to the creation of the Novgorod Tribunal. All respect the covenant...and no small number fear it, for Koschey and those who came after have traditionally favored forthright and aggressive methods to get their way politically. Many covenants have gotten spies into the community over the course of the last decade, as the older magi die or vanish into Twilight, in the hopes that they will be able to influence the young blood that has come to revitalize the old place.

By tradition and bargain, the firstborn sons and daughters of the leaders of Alesya' barony may attend Kitezh Vyshka for schooling - a concession forced from Koschey in order to gain access to the ancient temple that stands upon the land. Nowadays, the place is said to be a gateway to Hell and the devil, at least by Christians, but it is an old, pagan place - a high megalith and stone complex held in near-forgotten legend to be sacred to the god Veles, lord of the underworld. Certainly, ghosts are known to haunt Kietzh Vyshka, so perhaps there is some truth to these tales. Some even say the ghost of Koschey still watches over the land - but most of the ghosts are not wizards, but servants of the old magus who were blessed (or, perhaps, cursed) with an eternal stay on this land. Many bear no loyalty to these newcomer magi, having gone mad over the years as spectres or holding some ancient grudge.

The land itself is quite nice, however. Winters are mild, for Novgorod, and each summer what merchants travel the area come to sell their wares in a great festival. With them come the Roma, travelling families who are not well-trusted by most. Between merchants and nomads, summer is rife with accusations of theft and cheating as well as trade and profit. There are also the grumblings of those outsiders who do not understand why women in the area are as often leaders or warriors as men. (The reason is simple - Koschey chose his servants by merit, and they taught their children the same, regardless of sex.) The vast tower of Kitezh Vyshka stands near the castle of the land's ruler, though its entrance is impossible to find by chance - it lies within a regio, and only the great, high tower can be seen from anywhere in the area, impressing all who travel there.

Perhaps the place was chosen for its power. The aura is strong there, and it has drawn more than just wizards and ghosts. The fae make their home in the surrounding forests and mountains, dividing themselves into the creatures of pale morning, the brilliant noon and the dark night. Somewhere within their wild lands, a great beast dwells - the locals know it as the Leshiy, but it is said to be more monstrous than most of its kind. Not evil, perhaps, but with no patience for men or their squabbles, and with a hunger that sometimes drives it, in winter, to come forth and seek more than the forest provides. Last of the wilderness' strange inhabitants is a far more human one, however - the man that the locals name Kind Pavel. Kind Pavel is a hermit, and no one knows quite where he lives, but he is a holy man, and none doubt that. No beast will harm him, nor any natural thing. He helps lost travellers, sometimes, and guards the safety of children in the mountains, alongside his companion, a pure-white doe. All who have met him agree on one thing: he is a good man who will help any, so long as they pray to the Christ with him, and he has powers unlike any other.

This is somewhat worrying to the magi of Kitezh Vyshka. After all, their legacy is not generally associated with holy things. Indeed, there are those in the Church who still remember how Koschey received them a century before - with fire and blade, for he wanted to share none of his people. (Some older magi believe this may be the cause of the current Crusade in western Novgorod, though others dismiss it as self-centered bloviating. Either way, though, there are grudges held.)

To the east, some thirty years back, a chapterhouse was established in order to investigate sightings of the legendary witch Baba Yaga. With the change in Kitezh Vyshka's magi, those of the chapterhouse have been agitating for more independence - but if they got it, then the young magi of Kitezh Vyska would lose access to some of their more recent finds, particularly some vis sources that would have to be transferred over. Besides, there is prestige to be considered.

Boons:
Autocephalous
Defensive Environment
Vast and Labyrinthine
Regio
Edifice
Strong Community
Felicitous Tribunal
Loyal Covenfolk
Informants
Vivid Environment
Veteran Fighters
Hidden Resources x2
Aura
Healthy Feature
Criminals
Prestige

Hooks:
Chapter House
Ancestral Error
School
Regional Produce
Road
Legendary Site
Suffrage
Monster
Festival
Itinerants
Spies
Faerie Court
Alienable Land
Fallen Temple
Hermit
Haunted
Roman Ruins

Aura: 4

Library
ART SUMMAE
An Introduction to Earth (Terram, L6, Q19)
Conflagrations, Fires and Flames (Ignem, L7, Q22)
Birth of Master (Rego, L6, Q21)
Magics of Creation - The First Steps (Creo, L6, Q18)
Gwidion's Lessons for the Young (Herbam, L6, Q20)
Power Over Power (Vim, L6, Q18)
The Theatre of the Mind (Mentem, L6, Q20)
On the Form of the Man (Corpus, L6, Q19)
The First Word On Finality (Perdo, L6, Q20)
Chaos and Mutability (Muto, L15, Q10)
The Power of Power (Vim, L15, Q10)
Book of Falsities (Imaginem, L10, Q8)
Of the Beast (Animal, L16, Q9)
Koschey's Command (Rego, L17, Q7)

ABILITY SUMMAE
Koschey's Understanding of Men (Intrigue, L5, Q8)
A Wizard's Handiwork (Finesse, L3, Q10)

TRACTATUS
Koschey's Book of Fear (Mentem, Q12)
The Tearing of Walls (Penetration, Q10)
Auras: An Exploration of Theory (Magic Theory, Q11)
The Value of Intimidation (Leadership, Q12)
Revenants: Uses and Practice (Corpus, Q10)
Vera's The Organized Mind (Mentem, Q14)
Vera's Shortening the Path of Thought (2x) (Rego, Q14)

Lab Texts: 100 levels as yet unresolved

Resources Still Hidden: 500 points

Vis
Vis Sources: 25 pawns/year (1 Creo, 1 Intellego, 3 Muto, 1 Perdo, 2 Rego, 2 Animal, 1 Auram, 2 Corpus, 1 Herbam, 3 Ignem, 2 Mentem, 2 Terram, 4 Vim)
Vis Stocks: 50 pawns as yet unresolved

Silver
Income: 120 Mythic Pounds of silver per year
Expenses: 107 Mythic Pounds of silver per year
Cash Reserves: 13 pounds of silver

Mors Rattus fucked around with this message at 01:50 on Jul 24, 2015

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Spring, 1221

In the time it has taken for everyone to arrive at Kitezh Vyshka, the last of the elder magi who had managed the place has fallen into Twilight. It is unknown if she will return, or when. The body of Ilyana the Wise has been placed in a reverential hall in the hopes that it will one day awaken. In the meantime, one of your fellow magi at the chapterhouse have come to welcome you - Vasilisa of Jerbiton. She appears to be in her mid-thirties, but that could be meaningless. "I have taken the liberty of reinforcing the covenant's Aegis, as per my duties until such time as one of you can handle the job."

She is helpful in getting people settled in, and the servants and locals seem to have some good idea of what magi require, getting everything set up as needed. The Tribunal meets this year, but you have already sent ahead your regrets - Kitezh Vyshka will be abstaining from all voting, in honor of Ilyana. That gives you plenty of time settle in before the next one and figure out what your problems actually are. Vasilisa makes her exit quickly, as it will be two days travel to return to her home in the chapterhouse.

Now, the place is yours. Hopefully you can live up to the long reputation of Kitezh Vyshka.

So! First things first: the Council. Every magus has a vote, as does Valentin (since he is legally a magus) - but you can also decide to give one or more non-magi a vote, if you want, perhaps as a voice for the covenfolk. You can propose things, like how to divide up vis when people want it, or if there's any duties everyone must take part in. Feel free to propose and vote on whatever you want.

I would also love if you would describe your personal labs for me and list a few valuable items you keep in there.

And then it's time for you to decide on what you're doing this spring.

WampaPartyEX
Jan 13, 2012
Owain, Knight of the Stag is polite, cordial, and charming during introductions. A tall, well-built young man, there's an energy about the sandy-blonde knight that seems primal and eager. Like the stag he takes his name from, he seems excited, as if he wants to be in motion at all times, even when he's at rest. Though there's nothing anxious about him, he simply has the atmosphere of one who is eager and delighted. His green eyes dance merrily when he's talking with someone, but sometimes they just sort of drift off as he looks off to the distance, as if he's caught by some thought just beyond the horizon or some faerie idea that's crept into his head. He carries with him his suit of armor, his sword, his shield, and a pen tucked into a breast pocket at all times.

Owain's Lab is much like the young man himself - clean, well-kept, and well-laid-out. Owain is a poet by nature, a dreamer, a philosophizer, a lover of life, and his Laboratory caters to that philosophy of self-discovery and exploration. He made sure to pick a room with nice windows and a good view of the surrounding landscape, so he can sit and think and contemplate the world. The lab is kept clean and neat at all times, promoting personal health and beautiful surroundings first and foremost. His desk is covered in equal parts books on magic and poetry, and what he considers his "best works" are hung on the walls for visitors to peruse. While it may appear to be more like a writing-room than a laboratory, careful examination of the room makes it clear that it's been well-thought-out towards experimentation - from the subtle arrangement of the furniture to the placement of the most dangerous items near the windows for easy disposal, the lab is cunningly arranged to serve all the purposes the young Knight Of The Stag might need. His armory hangs on a dummy on the corner - his armor, his sword, and his shield.

And a good thing it is, for once all the introductions are made and all the matters of politeness are settled, the Stag Knight sequesters himself in his room with Of The Beast, that he might further his understanding of the powers at his disposal.


Gerulf, the Wild Wolf is much less polite and cordial than Owain. He seems much like the creatures he was supposedly raised by - feral, ill-at-ease around large groups of people. His shaggy black hair bears a great resemblance to a beast's mane, and his dark blue eye is filled with a strange intensity, as though he were staring into peoples' souls. Nonetheless, he makes an effort to be sociable, and as time goes on, it's clear that he is making an effort - not because he doesn't want to be here, but because he wants to get past his discomforts. Eventually, however, he departs, citing that he has work to do and that he can't waste the time.

Once he leaves, Gerulf is going to find some cargo and start earning some honest coin.


Neither Owain nor Gerulf has much of an opinion on the subject of vis. Nessus's proposal sounds good.

WampaPartyEX fucked around with this message at 19:51 on Jan 30, 2015

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Alesya the Black is a severe-looking noblewoman, and is of course not really part of the covenant's business. However, it is known she is friendly, and the widow-boyar has left notice at the covenant that the newly arriving magi are welcome to pay their respects and enjoy her hospitality... with a bit of notice, if at all possible, of course. Several places are traditionally set at the high table for Koschey, in case he happens to come by - but when he does not, the food is given as alms if a magus or maga is not on hand to take those seats. (Peculiarly enough, visitors from outside the Kitezh Vyshka area are rarely present.)

However, it is spring, and it is necessary to iron out difficulties with the planting due to this year's thaw damaging several of the local freeholders' respective plot markers and so on. So she won't be darkening your doorstep too much.
Alesya will spend Spring maintaining her lifestyle by glaring at people until they stop complaining about how the marker tree fell over.


Erindis, the Foundling Flambeau by contrast is greatly moved when she arrives in accompaniment with a waggonload of things. She exchanges momentary bewailments of tragedy with Vasilisa in regards to Ilyana's fate, and the reason is abundantly clear: she grew up in this covenant, having left to attend to matters in the Flambeau heartlands down in Spain and just now returned from having to haul her ashes across Europe. She is apparently a giant, but despite this is of average height, with a fat brown braid of hair and an overheated temperament.

Erindis reclaims her former room. This lab space is located near the forge of the covenant's blacksmith and is warmed by the heat of his furnace - indeed, one of its features is that the furnace has been built into the wall, letting Erindis access its burning coals as well. She keeps her books as well as a collection of peculiarities on the opposite wall, leaving space in the middle for the development of circles or the installation of tables. The light isn't the best, but at least it is cozy. Sometimes she hangs cheese to smoke near the furnace end.

As far as her treasures go, there are several lengths of metal kept near the furnace which include two long slivers of silver and a not very long sliver of gold, all of which are used for the sake of complex interactions with Ignem and Terram; a collection of rock crystals sits on the far shelves, much fattened while travelling back. There are also what look like cheap and shoddy bracelets made out of indifferent steel and iron, but close examination would reveal they started life as bandits' weapons. What happened to the bandits? (You can guess.)

I will forestall on doing things just yet, but Erindis proposes the following system: Everyone gets access to two pawns of vis of whatever sort per year, no questions asked. If access to the last pawn of a particular sort is needed, or if they need more, it must be subjected to a quick vote. People who need the same kind in a given season may work it out amongst themselves, with any competitions to be arbitrated neutrally. Possibly we keep a small reserve of Corpus in case people explode.

wall monitor
Jan 1, 2007

Vera of the Tomes already has a well-deserved reputation as an extraordinary writer, and an up-and-coming reputation as a memory mage. Her singular focus towards the art of Mentem and her adept way of condensing complex topics into easily understood words would make her an asset to any up-and-coming covenant... the problem is that she knows it, and assumes by default that her genius lets her overstep boundaries when she thinks it is warranted. It took her parens several seasons to drill it into her head that one shouldn't rearrange other magus's labs even if 'they're doing it all wrong and my way is better'. She might well still offer unwarranted and unasked-for advice on her fellows' courses of study, or march down to the nearest farm with a freshly-imported treatise on crop rotation in hand, but she's calmed down a little bit on the idea of using her Mentem talents to 'convince' other people to accept her help. A little bit.

She settles her lab in a somewhat remote location, ideally somewhere she can trade being a bit more dusty for being a bit more secure. If there's some convenient bit of ruins on the covenant grounds, that'd be ideal. Most of her lab, once it's set up, is full of writings of all sorts that she can get her hands on, both arcane and mundane. Also scattered about are her manifold writing implements and bits of scrap paper and half-finished ideas. In one corner there's a small set of classroom furniture in case anyone feels like dropping in for a Mentem lecture... though quite often, the tables and chairs will need to be cleared of the stacks of pages and scrolls that have accumulated upon them simply because they were the nearest clean surface at the time.

Vera makes a beeline for Koschey's Book of Fear and pores over it this Spring.

Valentin, The Firebird Thief takes his title from the legendary creature of the same name, though there is (probably?) no actual connection between the two. The redcap has a love of women, of fine jewelry, and above all taking the previous two from those he feels don't deserve to have them. In pursuit of both these desires and doing wetwork for the Order of Hermes (often both at the same time, mixing business with pleasure) he has a set of magical items that let him disguise himself and sense nearby riches... and an inherited ability to change into a bird when it's necessary to make a quick getaway.

Valentin will likely spend Spring maintaining his lifestyle by doing mundane Redcap tasks for the covenant, but if possible will also keep one eye out for any... items of interest in the area that the order might want to have him acquire later on.

Vera votes yes on Nessus's proposal, though she proposes an amendment: that an additional two vis per year be set aside into a special stock used to trade for books, spending approvals to be decided by majority vote.

Valentin offers to forgo his allotment of vis in exchange for some sort of special consideration later.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Imperious and extremely self-assured, Theodora Angelina's personality makes her seem a larger presence than her petite frame and delicate features would allow. She speaks forcefully and eloquently in council, but keeps her cards close to the vest. Despite the different climate, she sticks resolutely to Byzantine court dress. Her grace and raven haired beauty fit well the princess she was. Theodora is willing to lend a hand with other's work if asked. However, she is much less forthcoming about her own studies, almost never asking for aid and rarely inviting observation.

Shortly after her arrival, Theodora takes over a collection of rooms for her lab and quarters. The main, large room is divided in two sections. At one end is the examination section. A large table at the center of an open area, as well as several smaller movable tables and a stool. The table is well lit from above by mirrors, with a small gallery of raised seats to observe from on one side. At the opposite side of the open area are numerous cabinets for equipment. Beyond the cabinets, the other end of the room is arranged as a more typical work area. A writing desk and two reading lecterns are against one wall, and the rest are lined with shelves for scrolls and books. A movable ladder provides access to the high shelves for the diminutive magus. Two tables are pushed together at the center of library section, serving as a work surface, but there's room to separate them or even move them away entirely.

Theodora, however, does not keep anything of special importance in this study. Two smaller connected rooms that open off the main lab have been converted into a secure library and smaller work area. Beyond these are her personal quarters, including a sitting room and dressing room as well as her bedchamber. All of her living rooms are richly appointed. She has put in a secret door to access a final, small windowless chamber with a writing desk where she keeps all of her truly important documents.

Before beginning any work, Theodora spent quite some time arranging all of the labs contents according to an esoteric scheme of her own design. The lab is well organized but increasingly cramped with notes, references, and equipment. The secure section is even more so. Theodora is obsessed with security, and uses the arrangement to supplement more traditional defenses.

Brynhildr is a tall and immensely strong Norse woman. Her red hair catches some attention, but not nearly as much as the battle scars on the left side of her face, including a missing ear. She makes no attempt to hide this disfigurement, instead wearing it like a challenge to those around her. She always goes armed with her long sword, and in the tunic of a Varangian. Oft as not she is in armor and carrying a heavy round shield painted with the colors of the Guard, typically supplemented by a heavy axe and a bow. Brynhildr is very touchy about her honor and almost excessively forthright about her feelings on any matter - particularly on her own prowess. Her temper is quickly becoming legendary, as is her capacity for drink. She seems to have little interest in politics, instead focusing on military matters.

Brynhildr leads a company of soldiers, and is indisputably the most fearsome warrior among them. Her great strength and bottomless stamina are coupled with lightning fast reflexes and an incredible tolerance for pain. The temper that gets her in trouble off the field of battle gives her an immense edge on it, transforming her into a veritable juggernaut.

Those who get to know her soon realize that that Brynhildr harbors at least one romantic notion. She knows every tale of every mythic hero, from the Norse epics to the Greek legends, and longs to write her own name into the stories. In particular she harbors a great desire to slay a terrible monster with her own hands, and thus prove her skill for all time.

Theodora will be studying Revenants: Uses and Practice this spring. Brynhildr will spend the Spring on life style maintenance, basically training the forces under her command and making sure they're properly equipped and prepared.

Theodora will vote yes on Nessus' proposal, but will not agree to a special reserve for Corpus unless it is no more than 2, and that if someone is shorted Corpus due to the reserve being tapped in the prior season, they get access to an additional vis of another type as compensation.

She further proposes Vera's amendment be modified so that the vis reserve can be set aside only after the allocation according to Nessus' proposal is complete, and the last vis of a particular type can never be placed in this reserve.

Theodora proposes that the captain of the guard be allowed a vote on the Council.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Erindis is OK with both building up a book-swap reserve and maxing out the Corpus reserve at 2, the idea here being mostly emergency medicine and, possibly, setting up/repairing Longevity Rituals down the road. We can dick about this ICly in IRC sometime if we need to, I am just shortposting because dicking over vis allocation might be tedious. Possibly we could declare our undefined reserves to include the Emergency Medical Vis-pawns and leave that off to the side, at least to some extent.

As for captain voting and seating: No probs. with having her sit; suggest her vote be limited to tiebreakers (as a disinterested non-whizzard) and military affairs (for obvious reasons; full and normal vote here). However, OK with full vote if that is too intricate and/or dishonorably nuanced.

wall monitor
Jan 1, 2007

The restrictions on the book fund sound reasonable. Vera isn't going to push too hard as long as the covenant is getting more books. Valentin doesn't especially care.

Valentin votes yes on the the captain getting a vote (possibly he's trying to curry favor, possibly he just wouldn't mind having another noncaster on the council). Vera will vote yes only if Nessus's proposed restriction is in place; otherwise no.

Cosmic Afro
May 23, 2011
Kazimir is similarly moved, much like Erindis, at the news of the passing of Ilyanna, sharing stories of the old maga with her. He, too, spent most of his young years in this place, before moving to the Transylvanian Tribunal. Now a newly Gauntleted Magi, this is a sad note in what is an exciting time for him. Kazimir is a tall young man, wearing his dark hair neck-length hair straight, his friendly angular face is accented by his well-groomed sharp facial hair. He wears the traditional garbs grey and ash vest and pants of House Tremere, keeping himself straight but not haughty, quite the opposite. He greets everyone that arrives with simple words, including his fellow Tremere Theodora, reacting to her imperious airs with more reservation than normal. He is eager to lend a hand if something is needed, curious about the on goings of others.

Kazimir, like Erindis, takes over his old room plus a few adjacent rooms to them. The first is his personal quarters, rather similar to what they used to be - neatly arranged, some personal books, a bed, rather sparse all things considered but comfortable. His actual laboratory is quite standard one one side, the other is fully set up with various tables and shelves of small experiments Kazimir indulged into himself. Things with levers, creating tiny catapults to see how they'd work, small potted plants various metals as well as the equipment to manipulate and deal with them. It also has several plans on the wall for various ideas he's had over the years. Not all of them are good, all of them are probably interesting to someone out there. Plans for buildings, fields, little bits of equipment, a cart without a horse. If everything is right, he'll probably expand his laboratory into another room that he ask to keep empty for now. He has plans for that one.

Similarly, there is a part of his room that is directly different from the rest, full of studies on the dead, the spirits and/or the subjugation of, as well some old artifact that belonged to his grandfather, the very Koschey the Cruel.

He does own a spectacularly comfortable chair, however.

Ivan welcomes the magi with a loud laugh and an eager desire to embrace people he knew that lived in the covenant before, or any that gives a even just a little bit of friendliness. He goes at length about the sadness of the passing of the old maga, about her virtue of wisdom as well as several frightful things she may or may have not done, as it is important to remember people, he says. This would be only a problem of personal space if he was not also a 8 feet tall, long-beared young man with bright red cheeks and the physical body wider than a horse. He is back from a trip over to the east, paroling and relishing in declaring his victory over a small band of brigands, declaring that he will be likely going this spring as well to look for trouble. He will accompany Gerulf, if he need a good place to aid him, as any good merchant need a good escort! Theses are harsh lands out there, he will be safe with him! If allowed, he will go with a horse that is, quite frankly, huge. No mortal horse can support Ivan!

Ivan laughs a lot. In fact, he's not afraid to laugh at a lot of things, a jovial man that don't seem to fear very much.

I have no problem with Nessus' proposal, as well as starting to build up a vis reserve in case something happens for healing/longevity rituals. Similarly, for keeping a reserve for buying new books -- he will also say for now that they should probably set up some scribes to copy new books if they can, every seasons. He will agree to the Captain having a vote of such. Ivan is not interested into them.

Ivan will do lifestyle this season. Kazimir will read Power over Power.

Kazimir will also ask that we figure out what is currently in disrepair, what used to work and now don't, as well as general sit-report from the grogs and assistants of the covenant. If they want to bring this place back to glory, they need to know what's wrong.

Cosmic Afro fucked around with this message at 01:28 on Jan 28, 2015

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Oh yeah, Erindis will read Chaos and Mutability in addition to normal kibitzing unless someone else has hell of dibs.

lemotjuste
Dec 6, 2014
Gennady is a mage from elsewhere in the Novgorod Tribunal, and a relatively recent arrival to this covenant. Having not been here long enough to know Ilyana very well, he laments her passing only to the minimally required extent. He is far more interesting in hearing about what she did, if anything, as he is a man who respects ambitious deeds far more than anything else. Somewhat rough around the edges, Genya can be blunt and confrontational among his equals. Genya dresses and lives simply, keeping his head and face closely shaved and forgoing trapperies for the utilitarian. Always looking for a challenge, Genya tends to be aggressive in his approach to problems and opportunities both.

Genya's lab is not so much a lab as a combination of shooting range and storage locker. Souvenirs both mundane and magical discovered on previous adventures often end up in a pile on a shelf. Special reinforcements against the basement walls are scarred with the results of dangerous experiments. Genya frequently and somewhat randomly reconfigures the room for his needs, made easier by the fact that he is a serial destroyer of furniture. That is, when he even bothers to spend time in his lab - the athletic and easily bored Genya prefers to roam around outside, in the woods, or in town, and contemplate works of magic in unlikely places such as on the roof, at the top of trees, or during a bar fight. While many doubt or even object to his methods, they can't argue with the results of his out-of-the-box thinking.

Brother Luke is a scion of a wealthy Italian family so far down the line of succession that he has given up any hope of inheritance and joined the Dominican Order as a mendicant friar. Trained in Florence as a medical doctor, Brother Luke's life of extreme poverty and ministry belies an analytical and perceptive mind that is dedicated to healing arts. He is rarely one for long sermons, preferring instead to minister through actions and allow his works to speak for his faith in a community which is not always friendly to him. He is extremely glad to have settled in properly to Kitezh Vyshka, where he was sent to help and proselytize to the community, but also to assist Crusaders in the area who may need medical attention. When not consumed with his ministry to the sick or upkeep of the parish that hosts him, Brother Luke spends his time trying to find novel remedies for various ills. He hates traveling and has a difficult time navigating the city, let alone its hinterlands, which will be a problem until he can find someone local to help him.

Genya is disinterested by council discussions. He thinks the allotment + reserve is fine, and vaguely supports Theodora's conditions on its allotments. He won't oppose the books motion or the motion to allow the captain of the guard to have a vote on the council, but agrees with Erindis that the captain's vote won't be needed except on matters that directly concern the safety of the community (or tiebreakers).

Genya seconds Kazimir's motion that we discover anything that needs doing. Let's get the boring stuff out of the way so we can move on.

Once council business is concluded, Genya raids the kitchen and finds a high perch somewhere to read Magics of Creation. Ideally, he finds a spot where no one will see him reading the book so he won't have to admit to reading.

Brother Luke maintains his lifestyle. Friarin' ain't easy.

FewtureMD
Dec 19, 2010

I am very powerful, of course.


Aazim arrives at the covenant bundled up to his piercing eyeballs in robes and coats. The stories he had heard of the cold on his way North from the Levant were no match for the reality! Upon meeting his fellow Magi, he is immediately all smiles and shaken hands, and under his vast amount of coats lies a well dressed man. He murmurs a small prayer after learning of Iilyana, while gleefully cackling internally at the removal of yet another obstacle on the path to power. Finding an unclaimed tower, Aazim gets to work setting up his laboratory. A gleaming brass telescope sticks out of the northern window in the room, with a lectern nearby holding his astronomy notes. To the southeast, there is a small prayer mat pointed at Mecca, next to a large summoning circle painted onto the floor. The rest of the room is a mess of books and papers centered around a shabby but cared for writing desk. Having everything set up, Aazim gets down to his most favorite task: Research.

Flare quietly near his master at all times unless otherwise instructed, often being dispatched to the kitchens or pantry for supplies. On his travels through the covenant, Flare keeps an ear open for any information his master find useful about the other residents, and relays them all each night before the final prayer. THe very essence of 'nondescript' many would be hard pressed to describe the jinn even if he was standing right in front of them.

Aazim is in accordance with the rest of the council, and having the captain as a lever into the world of the covenfolk is very interesting indeed... Aazim spends this season researching the Leshiy, and Flare spends his time amassing information for his master.

FewtureMD fucked around with this message at 00:47 on Feb 10, 2015

Mors Rattus
Oct 25, 2007

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Spring, 1221

The Council quickly settles on adopting Erindis' proposal on vis, tabling the matter about sparing Corpus vis until such time as it becomes urgent enough for anyone to be bothered over needing Corpus vis. (Valentin, despite his legal status, turns down his salary in favor of the council looking favorably on his proposals later.) More contentious is the decision about whether to grant Brynhildr a council vote. The issue is not whether to grant it - on that, the magi are unanimous - but how. Eventually, after debate, Brynhildr is offered a seat, but the discreet instruction that she should only exercise her vote on matters involving the covenfolk, military affairs or tiebreakers, and only offer advice otherwise.

After that, everyone settles in to work.

Owain takes up Of The Beast. It is a dense text, and even with his knowledge he cannot grasp all of its words. The entire thing utilizes strange metaphors, even for a Bjornaer author, which each time require him to stop reading to puzzle out what the author intended from them. By spring's end, he has not completed his study, but only conquered a few chapters. Still, it is an enlightening experience - for all its denseness and strange writing, the book contains many useful secrets of Animal magic.

Owain gains 9 XP in Animal.

Erindis settles in with Chaos and Mutability, a well-written but exceptionally long book. Three volumes, in fact. By Spring's end, she has exhausted only the first. It explores Muto as a principle, going all the way back to Bonisagus' own theories. It is not an exciting text, quite conservative, really, but it is very detailed and makes much exploration of the principle of Muto as found in nature as well as its application in magical theory. If it were only more excitingly written, it might be perfect. Sadly, it is dry.

Erindis gains 10 Muto XP.

Vera buries herself in the Book of Fear. Koschey's text is written in the style of a dialogue, exploring both the principles of Mentem magic as applied to causing and quelling fear, and the practical applications of fear. He presents it as a conversation between himself and a great bear, each the ruler of their own domain, comparing how they rule. It is an entertaining read as well as an educational one...provided, that is, Vera is comfortable with the casual way in which Koschey speaks about causing and spreading terror as a tool, reinforcing the magic with actions. His mastery of Mentem is clear in the text, as is his willingness to use it as both a fine dagger and a massive hammer.

Vera gains 12 XP in Mentem.

Kazimir continues the studies he left off before graduation, delving into Power Over Power. It is an easy read, but it is intended to be - one of the Roots of Art, it explores all aspects of Vim in at least a cursory way. Its greatest focus is on use of Vim magic in modifying or maintaining other spells, but even that is not particularly in-depth. The text is, after all, a mere primer - intended for the education of those who lack any understanding at all. He also spends what free time he has questioning the covenfolk about problems. They find this odd - but they are used to Kazimir, at least, not being as imperious as they would prefer. The greatest trouble most of them can think of is from Stanislav the Younger - he seeks to take Mistress Alesya's lands, left to her after the death of her much-mourned husband. No one likes the man, but he was her husband's cousin, so he does hold some claim. They are worried about the conflict that will bring. Others are worried over the dangers of the local fae - with new wizards, they fear the fae will come again to test the new masters. Many fear that those terrible creatures of the woods and mountains will cause trouble, and for good reason - the stories Kazimir remembers from his childhood do not paint most of them in the friendliest light. There is also worry over immigrants - especially in the past gew years, many have moved to the region, and there is a fear that they are not so loyal as the old guard, that perhaps the covenant's enemies may be using them as spies. (That, Kazimir knows, would not be a first. Kitezh Vyshka, after all, pays its own spies in other covenants' covenfolk.)

And, of course, there are the ghosts. The old guard are far less worried about that, though. Ghosts cause trouble, certainly - seeking vengeance or frightening animals - but it's almost a point of pride to be related to a ghost. That's how you prove you are true old blood Kitezh Vyshkan! (The immigrants are far less sanguine over the entire thing, and many complain of sounds in the night or of their farm animals or pets acting strangely or disappearing.)

Kazimir gains 18 Vim XP, modified up to 21 by Book Learner.

Theodora takes up the book Revenants, studying it well. It is a clinical and patient guide to the use of the bodies of the dead. It carefully instructs on the magical principles used to animate corpses and move them, particularly for longterm projects. It is careful to remind the reader to discourage priests and Church burials - ideally, it says, one wishes to work with a pagan populace, to ensure that the corpses do not receive Last Rites and so are able to be used. An alternative is to find the pagan dead elsewhere and import them, but the book suggests using locals, for ease, when it is not discussing the principles that would animate said locals. It's quite enlightening, really.

Theodora gains 10 Corpus XP.

Genya collects Magics of Creation - a text he is familiar with, though he never finished it as an apprentice. No time like the present at least! He spends most of the season perched atop cabinets, hidden behind racks or concealed in closets when reading. It's an easy read, and mostly a refresher, but he does come out of it with a more complete understanding of Creo magic. And only a few servants even noticed him reading! Truly, as good a spring as can be expected from spending most of it indoors.

Gennady gets enough Creo XP to hit level 6, having exhausted the book after that.

Aazim speaks to the locals (via an interpreter) and does as much research on local legends as he can. The Leshiy, it seems, is an immensely powerful creature. It is not a jinn as he would understand it, but a sort of forest-father, similar but not so close to humans. It is a beast that is like a tree, and like a man, and again like a bear - somewhere between all three. The thing is a dangerous one, said to eat those it meets if they displease it, and it is not easily pleased, for it does not like cities or towns. It hates lumberjacks and hunters most of all, for they take what it names as rightfully its own: the forest and its beasts. A terrifying creature, to be sure...but perhaps a valuable one, for it would know more of this land than any other, having been there as long as any can recall. Or, perhaps, its value could be found some other way - through its death, perhaps, and the harvesting of its body, which would contain much of its power. Flare assists in this, speaking with the locals when his master cannot. He also learns much of the politics within the covenant, but little of interest to his master, unless Aazim wants to know more of who among the maids is most hated, or whether the old stablemaster is truly having an affair with the leatherworker's husband.

Aazim can choose between 4 XP in Magic Lore or 7 XP in Area Lore: Kitezh Vyshka.

Making use of the warm weather, Gerulf scours the markets and finds some linens made over the winter that he could sell well in Kiev. He is friendly, if somewhat discomfitting in long conversation, and manages to get the cloth at a decent price. Then, it is off to Kiev to sell the wares. The round trip takes most of the season, especially loaded down as he is on return with wine and spirits to sell back near Kitezh Vyshka. It travels safer than silver, after all. Once spring is over he has made a small profit.

2 XP to spend on Area Lore, Bargain or other business-related skill.

Alesya spends her days dealing with the petty disputes of her people, using a mixture of intimidation, political acumen and tradition to keep everyone happy. Or, if not happy, at least productively unhappy. They are a good people, and loyal to her. She is the sort of noble they prefer - imperious, somewhat terrifying and with no apologies for what she does. The people of Kitezh Vyshka, at least the old blood, are happy minions. The immigrants of the past few years are somewhat less so, and most of the conflicts she must resolve are between old and new blood.

Alesya receives 2 XP in Leadership, Intrigue or some other skill related to being a noble.

Valentin takes care of many of his yearly duties in the spring, delivering letters and taking correspondence as well as exploring the Kievan wilderness. While he is careful not to include Alesya's lands in his hunting for goods, he does notice a few things he might like. The nearby boyar, Stanislav the Younger, collects fine tapestries and tableware, often imported at great expense from Paris or Constantinople. The man is an avid hunter and sportsman, as are so many nobles of Novgorod, however. Perhaps Alesya knows more of him - his lands are close, and from what Valentin can tell, Stanislav is her late husband's cousin. The merchant Andrei Vasilev is a wealthy man living nearby, on the border of Alesya and Stanislav's land. He owns his own plot within Alesya's holdings, in fact, and it 's quite sizable. The man makes his money primarily in furs, but dabbles in the relic trade occasionally and lavishes his daughter with gifts - often silver jewelry. His daughter, Anastasia, is a beautiful young woman and has some small fame for leading her father's men in hunting the animals whose fur they sell.

Valentin receives 2 XP in Area Lore or some other skill related to his work.

Brynhildr drills the guards - both her own mercenaries and the hereditary guards of Kitezh Vyshka. The two groups are mixing well enough - they respect her as their captain, if nothing else. The mercenaries tend to be cruder and lack the understanding of magi that the locals have, but also have better experience - the locals, while drilled and trained, have not fought so often or become so scarred. It'll take some work to get them to really accept each other as equals, but for now they make good rivals for each other, and are friendly enough.

[i[Brynhildr receives 2 XP in Leadership, a weapon skill or some other related skill.[/i]

Ivan joins Gerulf on his trip to Kiev and back, acting as bodyguard and travel guide. (Not, it seems, that Gerulf needs a travel guide - the man is quite at home in the woods - but bandits are always a concern.) He and his mighty steed have an easy time of it - the pay for the job may not be much, but nor is the trouble, and their expenses are not high.

2 XP in Area Lore, Hunt or other related skills.

Brother Luke works around the area, tending to the wounds of farmers and hunters who were unlucky enough to be struck by axes or arrows or wolves. He preaches to those that will listen, speaking of Jesus and the Church as well as the more practical lessons of healing and safety. The locals are standoffish at first, but his expertise as a doctor earns him their respect. A few offer to help him gather herbs when he needs them, and some mention that he may wish to speak with the old hermit, Kind Pavel, if he wants to find another priest.

2 XP in Medicine, Area Lore or other skills related to Luke's work.

No adventures this season, but you've gathered some information and gained some skills! What are your plans for summer?

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
With the advent of Spring, such as it is this far North, Theodora proposes to the council that they appoint someone, or someones, to re-inventory the covenant and get a clear idea of its layout, given the complexity of the place, and make sure everything is in proper order, given the decline in fortunes suffered over the last years. Ideally some sort of map of the common areas - certainly not the labs or living spaces of any of the magi, of course - should be prepared. Similarly, a proper survey of the surrounding area should be performed either now or in Summer. She also proposes that any new arrivals, including herself of course, be restricted from proselytizing any religion or getting involved in Crusading activities, to avoid offending the local powers, since they are so new on the scene. The question to be revisited in a year's time.

Theodora is going to move on to read Koschey's Command this season as well.

Brynhildr has no particular interest in Council business herself, outside of her specific expertise, and after a few sessions generally only shows up for the first few minutes in case there's a matter she's needed on. She makes a habit of giving Theodora her proxy, at least for the moment.

Having heard of Aazim's research, Brynhildr approaches him to find out what he's learned of the Leshiy. She's a bit crude, but friendly enough. She seems to think that just because she fought Muslims in the service to the King of the Greeks doesn't mean she has to dislike them. Still, she's a warrior, not a scholar, and her questions are clearly directed at seeking some kind of confrontation with the beast in the future. Regardless of how open Aazim is to sharing his knowledge, she sets out gather her own, in particular tasking her soldiers to report any news of the thing they hear. She also starts investigating the local area, with an eye to improving defenses.

Brynhildr is going to research the Leshy and/or the local area.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Erindis has run out of patience for reading even after digesting the Muto lessons and applying them to several small animals and other entities nearby. She is itching to get out and about and says as much; she talks about finally exploring some of the megalithic site nearby, but seems interested in hearing others' thoughts as well.

Erindis will organize an expedition into the old ghostly warrens if other people don't have stronger ideas that can convince her. She is not hard to convince.


Alesya the Black intends to travel to Kiev to visit relations and make her share of social rounds as a peer of this realm, as well as to remind people that she is not to be taken lightly, and also that she continues to exist. Over the course of a social call to the covenant, she indirectly solicits those who might want to help her out.

Alesya is going up to Kiev to visit other nobles and probably recruit spies of some kind. Aid is welcome.

Also, we can probably elaborate on this in IRC in some form if people are interested. I'll try to drop in a bit more often.

WampaPartyEX
Jan 13, 2012
Owain is intrigued by the prospect of going into the ghostly warrens. The Knight seems inspired by the potential for adventure, camaraderie, and all that other poetic poo poo nobody else in the real world believes in. In high spirits, he offers to go with Erindis into "the blackest depths or the brightest towers, comrades, side-by-side, exploring the unknown." He's enthused by the idea of finding hidden lore and treasure, helping ancient spirits find rest, and possibly taking a step along his epic quest.

Owain is totally down for Rousing Wizard Adventure Time, and quickly gets swept up in the idea of fighting ghosts and monsters in the warrens.


Gerulf sees the value of meeting other people with social connections. He goes with Alesya as an associate in order to meet people who he might be able to use later as important contacts.

Gerulf is following Alesya because rich people have money and money will make him rich.

WampaPartyEX fucked around with this message at 16:07 on Feb 19, 2015

wall monitor
Jan 1, 2007

Vera settles in to do some writing. She gets to work on The Organized Mind, an Intellem tractus on the importance of being even-headed and in the right state of mind for casting Intellem magics, expounding on the theory that by preparing your mind to receive new information you can better understand it.

Valentin thinks going into the warrens could be a grand time. There might be treasure and lady-impressing glory to be found.

lemotjuste
Dec 6, 2014
Gennady could not be more bored by the idea of conducting an inventory. Sick of reading, when he hears about a ghost hunting venture, he immediately signs himself up (so to speak). He scoffs at any notion that ghosts are scary or dangerous, but is nevertheless eager to test his courage - and the courage of his colleagues - against them.

Brother Luke diligently attends to his duties, although he really wishes he could spend less time preaching and more time helping others. He graciously accepts the offers of help given to him by locals, promising to call upon them at some later date. He is a little bit intrigued by the rumors of Kind Pavel, and while making his usual rounds, attempts a gentle inquiry into this subject.

Cosmic Afro
May 23, 2011
Kazimir will find the idea of going to go see some ghosts hanging around would be a pretty good idea. Best to figure out what to do with them before they start to get any nasty ideas. He's not entirely confident on his abilities to handle ghosts at his current knowledge over Mentem, but he has one or two tricks that may or may not work. He's not too sure!

Ivan, unless stopped, will absolutely go with Alessa and the others for the meeting, even if he is not directly useful. At least, he's a bogatyr, this is stuff he should know. Besides, his presence might help!

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Sorry for the delay in posting! For folks who are not going adventuring, I'll have a post up tomorrow. For folks who are - what days are best for you guys?

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Other than this Tuesday I can carve off a section in the evening basically whenever.

wall monitor
Jan 1, 2007

Thursdays I'm guaranteed to be on, though slightly distracted from doublescening. Mondays and Tuesdays work well too.

WampaPartyEX
Jan 13, 2012
Monday and Wednesday are best if it isn't going to go past midnight. Friday is the best if it's going to run long. Tuesday, Thursday, Saturday, and Sunday are right out for me.

Mors Rattus
Oct 25, 2007

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Work consumed me utterly. Non-adventure post will come...probably Sunday. How's this Monday night look for people? Probably around 8 EST.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



I am down for Monday Night ARS MAGICA is ACIGAM SRA

wall monitor
Jan 1, 2007

Mors Rattus posted:

Work consumed me utterly. Non-adventure post will come...probably Sunday. How's this Monday night look for people? Probably around 8 EST.

I can make Ars happen monday.

Mors Rattus
Oct 25, 2007

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Reminder: #provencal on SynIRC in...about half an hour-ish.

lemotjuste
Dec 6, 2014
Ah guys, I didn't see this thread until now. Sorry. :(

Mors Rattus
Oct 25, 2007

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The group that went out to the immense, monolithic old temple discovered a few things - first, a vagabond named Faddey, who claims to have deserted the group he once belonged to - probably a bandit gang - and steal a bag of their silver rather than stay and be forced to fight the Teutonic Knights. He has been camping at the stones for some time, preying on the local wildlife. He told the group about the ghosts of the old temple - a group of dead men who came out by night to perform some ritual within the caves underneath the stones. He claims they are particularly active on nights where there are thunderstorms. He has been retained now to watch the ghosts for trouble - or, rather, he has been blackmailed into it to keep from getting in trouble over his poaching. There may be things of value beneath the stones, but that will take more exploration.

Kazimir, Owain, Gennady, Valentin and Erindis all gain 8 XP to be spent on stuff like Survival, Area Lore and Folk Ken and other stuff related to wandering around and talking to people.

Alesya, Gerulf and Ivan still have an adventure to do - you guys can catch me on Tuesday or Thursday for that if you're free.


Theodora, meanwhile, moves on to Koschey's Command, a weighty text on the art of Rego. It is dense and peppered with anecdotes and advice that are unhelpful to the understanding of the arcane. Koschey is as concerned with when control should be exerted, and how it should be used, as the actual process of using it. His advice is clear and consistent - that a light touch with magic is best. Direct control has its place, but the greatest control is to use Rego to inspire emotions, he feels, which can then be manipulated. He discusses the tools of control, both of emotion and thought, but in veiled metaphor and coded language, as if expecting the student to be smart enough to decode his actual meanings.

Theodora gains 7 Rego XP, plus another 3 Rego XP from Book Learner.

Brynhildr sets to work researching the Leshiy and its role in local folklore. The locals speak of it in hushed tones - a monster of the forest that they could never face directly. It is, they say, made of living wood - a wood that is to trees as a man is to a haunch of beef. Local folklore speaks of a hero, many, many years ago, who faced the Leshiy in single combat and lived to tell. He wielded an axe, an old and black thing of stone and metal. Because of this, the locals say, the Leshiy hates axes more than anything, and kills any man unlucky enough to be found chopping wood when it wanders by. They say it still fears the black axe, for that axe saved the hero's life. He dealt it a terrible wound with the weapon, and tore from it an oath, that it would leave the village alone if they would leave its woods alone. (Unfortunately, such a story, if true, would still not protect the covenant, who stand outside the village.) AS for the mysterious black axe itself - well, it's been lost to time, if it ever existed. The hero's name was Vyacheslav, but no one can remember who is descended from him. (Many families in the village name him as an ancestor.)

Brynhildr gains 6 Area Lore (Kitezh Vyshka) XP.

Vera puts her words to paper, spending the season refining and creating an excellent text. Her understanding of Intellego is not deep, but her insights are excellent, and few exist who are better at writing. Her work will be quite valuable, though as yet there is but one copy. The Organized Mind is placed in the covenant library as the first new addition of the newcomer magi.

Vera gains 2 XP in Latin, Intellego, Artes Liberales or Profession: Scribe. She pens a tractatus of Quality 14, which is insanely good.

Brother Luke attends to his duties, and asks around about Kind Pavel. The hermit doesn't come to town often, but several of the town's hunters and woodsmen owe their lives to the man. He is a strange old man, living out in the wooded and hilly paths without even any fear of the Leshiy. He seems to always be accompanied by a great eagle, which he speaks to as if it were a man. Everyone he's saved claims that he came out of the wilderness at just the right moment to free them from a fallen stone, or to give them food and water, or to scare off a wolf or bear. They recall that he spoke to them of the Christ and often made them promise to do some service to others in return for his saving their lives. Brother Luke also gets a rough and ready education in the local wilderness, as each man or woman saved includes an often complex set of directions to where it happened.

Luke gains 6 Area Lore (Kitezh Vyskha) XP.

Autumn, 1221

And so the summer turns. As it ends, the merchants make their way out of the village. This year has been no trouble - indeed, it was a poor year for the trading festival, really. Nothing terrible, but nothing great, either. The Roma are staying on through the autumn, however. The locals grumble about inevitable thievery, as they always do, but the nomads claim that this year, they're looking to collect furs for some great meet they plan in the coming year, and will pay well for them. That, if nothing else, is keeping them welcome. They plan to leave later in the season, to make it south before the snows come.

What are your plans?

Mors Rattus
Oct 25, 2007

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This post is a reminder to myself to also post a brief overview of what the inside of the temple is like from a quick check inside.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



You wanna just handwave the Kiev Kibitzin' in the interests of forward motion, Mors? I'm down if others are down.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Theodora is starting to organize her notes for an upcoming project, but she has some more research she wishes to complete first. She takes up Koschey's Book of Fear for this season.

For the moment, she makes no new proposals to the Council.

Brynhildr starts looking for this black axe. If the Leshiy fears it, then she wants it. Besides, it sounds like a mighty weapon, one worthy of a hero. She begins practicing with the axe herself as well.

To Theodora's surprise, Brynhildr makes a suggestion to the council herself. She wants to hold a kind of tournament, which she thinks will help improve morale for the guards, encourage recruits, and maybe get some good will from the local lords. It's clear though that mostly she just wants a chance to show off.

Mors Rattus
Oct 25, 2007

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Not dead.

The temple complex beneath the megaliths is dark and will take some exploring to fully map. However, a cursory examination suggests that the place beneath the stones once held an altar, and there are the rusted and shattered remnants of knives, both metal and stone. This was a place of sacrifice. The caves go down for some distance, and it soon becomes unsafe to explore without proper planning - there are signs of collapses, as ancient stairways and props have given way. In daylight, there are no signs of the dead, but the deeper you go, the colder and foggier it gets. The altar at the top is crumbling and broken, as are the stairs, but what lies beneath may yet prove valuable - it has, if nothing else, been sealed from the elements, and the signs you have found suggest that the priesthood that once used this place was active and strong. If they had any magical secrets, they would be sealed below.

In the meantime, Alesya, Gerulf and Ivan set off for Kiev. They return as summer wanes, with tales of schemes and plots. It seems the Princes of Kiev are at each others' throats over reports of strange horse-raiders to the south, stranger than any of the steppe nomads. Each claims the others are funding bandits and trying to stir up trouble. The strongest of them, by Alesya's judgment, were Iaroslav the Red, famous for his fiery hair and a temper to match, Kostya the Elder (not to be confused with his brother, Kostya the Younger), who is weak and sickly but renowned for his education in the west and for his inquisitive nature, and Prokhor the Pious, who is a fierce warrior and a staunch Christian and foe of the pagans. Each could be a useful ally, in their way. Prokhor has the most military might, while Kostya the strongest ties to foreign merchants, and Iaroslav is most beloved by the people of the Rus. Thanks to some quick thinking, all of them are at least friendly with the group - but such a situation cannot last without someone taking sides.

Alesya, Gerulf and Ivan can each take 8 XP in stuff related to negotiation, traveling or being sneaky.

wall monitor
Jan 1, 2007

Vera puts her latest work into the Covenant's library, and then after considering the study focuses of her fellow magi, gets to work on penning a book on the Technique of Rego magic, summing up her own research into a more digestable volume. Shortening of the Path of Thought focuses on Rego magic as it applies to the arts of Animal and Mentem, and as is often the case she puts forth insight that she perhaps doesn't herself fully grasp.

Q14 Rego Tractus. Please, hold your applause.

Valentin gets the remainder of his redcap business out of the way for the year. He wants to be free for potential things come wintertime. Potential things that are potentially mischevious.

WampaPartyEX
Jan 13, 2012
Owain eagerly gets back to Of The Beast, ready to devour it hungrily.

Gerulf is going to go travelling into the woods, looking for some more shortcuts. He's explored the land a lot, but not as a trader, and that appeals to him. This could just by lifestyle maintenance if it doesn't warrant anything interesting.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Alesya returns with some relief from the press of meeting a wide range of people. She is unsure which of these three fellows to speak with or to put her wagon in hitch with, and is entertaining the idea of seeing if she can play off all three of them in some fashion. Perhaps counsel with others will tell.

I'd like to scheme with people to gather more information on these guys and how we can ruthlessly manipulate them for quest rewards and our own engorgement.

Erindis meanwhile picks up the Power of Power and takes it to her well heated area in order to read up and figure out how best to further her military ambitions (summarized: "blow things up with fire and other elements") through understanding the very nature of energy and reality itself.

Studying the Power of Power. Reading is important.

lemotjuste
Dec 6, 2014
Gennady is revitalized by a spot of adventure, but soon enough grows bored again. Reading another book sounds like the absolute last thing he wants to do this season. He needs more excitement. After loafing around for a few weeks, he finally conceives of a plan for a course of experiments that he would like to run on the control of lightning. He carefully consults with almanacks, sets up a battery of little spinny things, and spends a lot of time looking out the window to try to predict future storms, the only time that he can conduct these experiments. On stormy days, Genya spends the entire time outside in a level field engaging in what would charitably called risky behavior, setting up various edifices, running around, and generally exposing himself to the risk of pneumonia, and also lightning bolts.


Brother Luke spends his time attending to his duties and further cataloguing the local herbs that the people gave him last season, partly for his own use, but also with a thought to maybe compiling a book about the medicinal traditions of Kitezh Vyshka. He tries to test their properties, putting them through a battery of experiments in the cupboard he's claimed as his lab.

Cosmic Afro
May 23, 2011
Kazimir will grab A Wizard's Handiwork and then delve into it. Since the Megalith is sealed, they have time to gain knowledge about it's ancient cults, so Kazimir will divert his attention on other things. Notably, he will ask around the covenant for things that could make their life easier, as well Gerulf of his opinion that could make travel better for him. This may not be expected behaviour for wizards in this covenant, but Kazimir seems to be partly of an exception, anyway. He will make extensive notes of what he is told, then ruminate on a plan to increase on such ideas.

Ivan will go do what he does best: wandering around, being a loud, nasty wandering knight and get some peace going on. He'll give Alessa a hand if she need something to be done -- act as a messenger and such. Probably break a few skulls in the process. This may count as lifestyle, I dunno.

I also suggest for Scribes to make copy of Vera's wonderfull books, with her permission. They are literally a /vis mine/ for us to make use of. Also, Vera boosting her reputation.

Kazimir will do as he said, it will be as a basis of further projects.

Cosmic Afro fucked around with this message at 05:32 on May 15, 2015

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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Autumn, 1221

Theodora reads Koschey's Book of Fear, and it is well worth her time. The frank and clear discussion of fear as a tool and of the use of magic in the evocation of fear is enlightening. Koschey does not shy away from practical uses of fear even where more squeamish magi might. It's easy to tell why he was both feared and admired within the House. The dialogue the text is written in is engaging, and Koschey assumes the reader is willing to follow wherever he leads. Some of his examples are disconcerting, but always, the practical value of fear is made clear, as is the power of Mentem in manipulating it.

Theodora gains 12 Mentem XP, plus another 3 from Book Learner.

Vera puts pen to paper once more, producing another masterful tract on Rego magic as applied to Animal and Mentem. It will be another valuable addition to the library, and another example of Vera's superlative skill when it comes to writing.

Vera gains 2 XP in Rego, Latin, Artes Liberales or Profession: Scribe. Why would you pick that last one, though?

Owain returns to Of the Beast. A second season of study unlocks more of the text's secrets. More of its metaphors unravel beneath his growing understanding. The author clearly held a deep and brilliant grasp of Animal magic. If only her grasp of simple language had been its equal! Still, by the coming of the first snows of winter, Owain has managed to conquer a few more chapters of the weighty text. The hint of further secrets within it is tantalizing.

9 Animal XP for Owain.

Erindis secludes herself with the Power of Power, studying it deeply. It is a densely written text, and her current grasp of Vim is barely adequate to understand any of it, let alone all of it. Explosive power, however, is clearly not what it is discussing. Rather, the book is dedicated to the concept of magic used on magic itself. It spends a great deal of time discussing counterspells, dispelling magic and the use of magic to reinforce other spells. It will provide little use towards directly setting things ablaze - but it does provide some interesting hints as to how magic might be used to, say, allow for multiple spells to be focused on at once, allowing many blazes to be controlled simultaneously.

10 Vim XP, plus 1 XP in two selected Techniques from Secondary Insight.

Gennady begins work on a new spell, to call down the lightning. On days when it is not stormy, he busies himself in his lab, working on the framework of the magic, while on days when it storms he risks the lightning itself in order to better understand it. It is not a safe procedure, to be sure, but it is one that is deeply enlightening. The spell makes decent progress, but it will take another season of work to complete. However, what he's going to get is a bit of a mystery - the experiment is leading him down paths he doesn't quite understand.

Gennady begins work on a Creo Auram spell to call lightning from the clouds. This is a base level 5 spell, increased to 15 to ,make it hit someone in voice range. Gennady has a base CrAu lab total of 20. He is experimenting, so his lab gives him +1, and then another +3 from risk, so base of 24. He gets another +3 from experimental roll - so his lab total is 27, not quite enough to make it in a single season. However, the experiment table rolls an 11: Modified effect! And from there...a 10: the effect of the spell is modified somehow. It's still going to call down something damaging from a storm, but whatever it is, it's not lightning. Perhaps some kind of hail or miniature tornado?

Kazimir spends his time with A Wizard's Handiwork, studying the art of fine control. The book uses a continuing comparison of magic to the hand and mind of the craftsman. Where a craftsman uses skill, it says, the magus must supply magic. Where the craftsman has a clever hand, the magus must have a clever mind. Where the craftsman knows a craft, the magus must understand how to wield magic like a tool. There is much yet to be gleaned from the text - it is a dense work, full of exhortations to experiment and to learn by doing, requiring Kazimir to study on his own time between chapters, to be sure he understands. He is nowhere near finished when the winter comes. In between reading sessions, he discusses things with the covenfolk. They seem to find this behavior somewhat disconcerting - magi are meant to bark orders and act imperious and aloof. It takes a few weeks before any will give him more than monosyllabic answers. When that finally happens, though, the farmers mention that the hardest thing for them is moving things around - particularly in spring, when the mud comes, and in the winter snows. The cooks complain of the chill in winter and the difficulty of getting fresh food. The warriors complain of chill when standing guard in winter, and of heat in summer. It takes most of the season to pry these complaints from them, and there are probably more they still won't say, of course.

Kazimir gains 10 Finesse XP.

Brynhildr hunts down legends of the Black Axe, while beginning her own practice with axes. The townsfolk aren't always clear on the legends, but supposedly, the Black Axe was given to Vyacheslav's eldest son, who gave it as a gift to his lover, Marya the Starsinger. Marya, it seems, was the granddaughter of the terrifying Baba Yaga, and to earn her love and her hand, Vyacheslav's son, Motya, had to prove his love for her was as undying as the stars themselves, and that he would give up anything for her. There are conflicting stories about all the challenges that the terrifying old witch threw his way, but what is sure is that the Black Axe was involved in them, and if any know where it now lies, Baba Yaga and her grand-daughter might. After all, it is said that Marya the Starsinger never aged, for she was a star made flesh, fallen from the sky and kidnapped as an infant by her grandmother.

In the meantime, she enlists the best axeman in the turb to practice with her and show her how to wield the weapon. Axes - large ones, anyway, like the Black Axe is said to be - are a different matter than the swords and maces to which she is accustomed. It will take some getting used to, but Brynhildr has always been a good fighter.

Brynhildr gains 7 XP in Great Weapon, with a specialization in the Pole Axe.

Valentin sets to work delivering messages and letters before the winter's snow comes. Any good Redcap knows that winter is one of the worst times to be out delivering the mail - and any Novgorod Redcap is doubly sure of that.

Valentin gets 2 XP to spend on anything related to travel or message delivery.

Gerulf turns his hand towards exploration, making his way through the local woods and mountain valleys. It is a dangerous occupation, but at least he has no need to fear wolves. (Bears, on the other hand...) He finds some paths through the wilderness that might be used to travel faster than other merchants - valuable information, that.

Gerulf gets 2 XP to spend on anything related to travel or wilderness exploration.

Brother Luke begins to experiment with the herbs he has collected, studying them and trying to discern their properties. It is slow going, but by winter he has identified several that will prove useful in medicine, and several more that might be useful in the creation of his theriacs, if not in direct medical use. It will take more experimentation to get those theriacs made, of course.

Luke gains 5 XP in either Apothecary or Medicine.

Ivan works as a guard and a bandit-hunter, making the area safer for travelers as best he can. He makes some small coin from the local peasantry, and more from the bandits he slays. It is rough work, but that's what he signed up for.

Ivan gains 2 XP in something related to fighting or the local area.

Alesya approaches the rest of the covenant, to discuss the noblemen of Kiev. She seeks the advice of the magi and the others who hang around them about which princes to pursue as allies, and how they might be manipulated. An intriguing question, that. After all, there is value in each one, but they all hate each other. How might they be played against each other without making powerful enemies?

And, if nothing else comes up, Alesya will be able to gain 4 Intrigue XP from practice.

Brynhildr also places an issue before the council: Shall a tournament be held, and when? Winter would probably be a poor tiem for it, but the coming spring or summer of next year would give chances for travelers to arrive and for a grand set of battles to be held. If the magi wishes, they might even hold magical contests during such a tournament, for the neighboring covenants to compete with them at. Or perhaps not - perhaps mere mundane contests would be preferred. Still, hosting a tournament would be costly, though perhaps Alesya could be persuaded to handle some of the costs. If not...well, the covenant barely makes a profit as is. Even with Alesya's help, funding might be an issue.

So, what are your thoughts on Alesya's plans and Brynhildr's proposal?

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