History TabletopGame / ArsMagica

14th Sep '16 9:32:24 AM Apromor
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* CreatingLifeIsAwesome: The Awakening Mystery of Merinita nature magic and the research of Ierimyra (in Broken Covenant of Calebais). Also Golems in Realms of Power: Divine

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* CreatingLifeIsAwesome: The Awakening Mystery awakening mystery of Merinita house Merinita's nature magic and the research of the maga Ierimyra (in Broken Covenant of Calebais). Also Golems Also, golems in Realms of Power: Divine
14th Sep '16 9:28:43 AM Apromor
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* DesignerBabies if a character recovers ancient secrets of fertility magic
13th Sep '16 1:11:01 PM Apromor
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* CreatingLifeIsAwesome: The Awakening Mystery of Merinita nature magic and the research of Ierimyra (in Broken Covenant of Calebais).

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* CreatingLifeIsAwesome: The Awakening Mystery of Merinita nature magic and the research of Ierimyra (in Broken Covenant of Calebais). Also Golems in Realms of Power: Divine
13th Sep '16 1:03:15 PM Apromor
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* CreatingLifeIsAwesome: The Awakening Mystery of Merinita nature magic and the research of Ierimyra (in Broken Covenant of Calebais).
13th Sep '16 12:37:43 PM Apromor
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*RandomlyGifted: The gift appears in people more or less at random
7th Sep '16 6:16:42 AM Ramidel
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* SourSupporter: Aside from his faith and sense of justice, Guernicus' most defining trait was his cynicism. He was absolutely certain that the Order would fall apart the first time that some wizard's ambition exceeded his fear. Yet because of that cynicism, he devoted himself and his House to the cause of holding the Order together. Legend has it that he's still alive, just waiting to see the day when the Order finally falls.
6th Sep '16 4:45:13 AM Leliel
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* StupidEvil: Extremely common among demons-they completely lack virtue, including things like Prudence or Faith, which means they literally can't learn from their experiences and are incapable of honest loyalty no matter how well their master treats them. There's a reason Infernal villains are diabolists, not their devils.
18th Aug '16 9:49:27 AM Ramidel
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* CourtroomEpisode: The Guernicus chapter of ''Houses of Hermes: True Lineages'' has detailed procedures for how to run a hearing at Tribunal, along with what punishments a convicted magus can expect.
4th Aug '16 5:04:24 AM Morgenthaler
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* SleepsWithBothEyesOpen: The supplement ''Lion of the North: The Loch Leglean Tribunal''. The Scottish hare is so alert that it sleeps with its eyes open.
20th Jun '16 9:39:56 AM Ramidel
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* GlobalCurrency: The mundane economy runs on Mythic Pounds, which are equal to a pound of silver (and usually take the form of such). This is an explicit abstraction; medieval currency and silver debasement are bewilderingly complex subjects that rarely generate good stories, and most places don't trade in currency directly anyway.



** The Divine is somewhat tricky. The Divine Aura, a.k.a. the Dominion, grows and is spread by places of worship such as churches, mosques, and synagogues, as well as sites of major miracles. However, it can also appear spontaneously in areas such as high mountains and other areas considered "holy". Also, the monotheistic God has an unlimited Might Score, so He can do anything, whatever He does cannot be resisted. He is not dependent upon human worship.

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** The Divine is somewhat tricky. The Divine Aura, a.k.a. the Dominion, grows and is spread by places of worship such as churches, mosques, and synagogues, as well as sites of major miracles. However, it can also appear spontaneously in areas such as high mountains and other areas considered "holy". Also, the monotheistic God has an unlimited Might Score, so He can do anything, and whatever He does cannot be resisted. He is not dependent upon human worship.


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* PracticalCurrency: In general, magi don't trade in silver unless they have to; it's fairly trivial for a covenant to get all the mundane wealth it needs (though being too blatant with creating precious metal has economic and legal consequences). Instead, the currencies of magi are vis and time.
** Vis covers a variety of magical substances that can boost spellcasting and empower ritual magic and the creation of magical items, among other uses. It's the standard currency of magi, coming in a variety of flavors and measured in "pawns" for historical reasons. If you can buy it somehow, you can usually get it at one pawn for ten Mythic Pounds, but selling vis for silver is highly unusual because using vis can usually generate all the money you could ever spend.
** The cliche that "time is money" is well-understood by magi. The expectation of the Order of Hermes is that magi will want to spend as much time as possible in their laboratories studying new magic; hence, many covenants require that their members spend a season a year doing service to the covenant or pay scutage for the value of that season. Furthermore, many Quaesitorial fines are assessed in community service - that is, seasons of service to the Order.
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