Andrew Gronosky's Ars Magica Site

I'm not a wizard, but I play one in a game.

  • Increase font size
  • Default font size
  • Decrease font size

Godwyn Sets Out

E-mail Print PDF

Godwyn Sets Out

In Godwyn's first adventure, he experienced his first days of freedom and started his journey as a wizard.

Godwyn decided to go to visit Stonehenge. His cover story, when people met him on the road, was that he was on a pilgrimage to Canterbury. Since both Stonehenge (Salisbury) and Canterbury are south of Yorkshire, Godwyn had the idea they were near each other. They're not.
Along the way, Godwyn got it into his head that he really did want to see Canterbury -- Lincoln Cathedral made a great impression on him and, naturally, Canterbury Cathedral must be even more magnificent. Imagine his disappointment when he arrived at Salisbury and found that Canterbury Cathedral was nowhere in sight.

At one of the towns along his route, maybe in Lincoln, Godwyn heard a crier announcing a hefty bounty for live wolf cubs. Being part wolf himself, he was displeased to hear it. He went searching the forest and, after dark, came across a trio of hunters who had caught a she-wolf and her cub in a pit trap. Godwyn assumed his wolf shape and cast Beast of Outlandish Size on himself. The hunters were easy to scare off but their dog had a bit more spirit: it required The Viper's Gaze to really terrify it. Godwyn scared the hunters so badly they are looking for a career change, then rescued the she-wolf and cub.

Once again on the road, Godwyn responded to some cries for help and found Thomas the Poacher stuck in a tree. Though it was not obvious at the time, Thomas was stuck in the invisible web of a faerie spider. Godwyn was cautious: he didn't climb the tree to investigate, but instead cut down a sapling and probed with the pole. He thereby avoided getting caught in the web himself, but was unable to reach Thomas. Eventually he freed Thomas by casting a spontaneous spell (with some difficulty) to shake him loose. When Thomas asked Godwyn what he'd been saying in Latin, Godwyn replied that it had been a sort of prayer. The two joined together to travel south. Over the course of the journey, Godwyn gradually revealed a little more about his magic. For example, he admitted after casting some more spells that he had once been apprenticed to a wizard (which, of course, is true -- but misleading).

In Worchester, Godwyn found John the Redcap and made friends. He got some information about magical sites in southern England.

Thomas and Godwyn lived off the land for a season, poaching stoat and ermine for a big payoff in Coventry.

Eventually Godwyn found an unoccupied cave in a modest Magical aura, so he and Thomas moved in. By this time Godwyn had hired Thomas as a servant, paying him with money he'd received from his pater.

There was run-in with a rival poacher who demanded payment or else he threatened to report Thomas to the sheriff. Thomas and Godwyn responded by setting an ambush for the man. Godwyn assumed wolf shape, again using Beast of Outlandish Size, and hid. Thomas confronted the man and at the first sign of belligerence, whistled for Godwyn. Godwyn burst from hiding and chased the rival poacher up a tree. Thomas extracted sincere promises that the other poacher would leave and never return before he called off "his" wolf.

 

LAST_UPDATED2
 

Saga of Stranggore

E-mail Print PDF

After the reign of Arthur, the king of Stranggore brought together the greatest magicians of his land to advise his royal court. This brotherhood of wizards carries on the proud tradition to this day, though it renounced its royal ties when  the Order of Hermes came to Britain.

Now is the Year of Our Lord 1190. King Richard is crusading in the Holy Land, leaving his scheming brother John as regent on the throne.

This is the index page for the Saga of Stranggore, an active campaign for Ars Magica Fifth Edition.

LAST_UPDATED2
 

Godwyn's Gauntlet

E-mail Print PDF

Godwyn's Gaunlet (Summer 1190)

By the summer of 1190, Godwyn had begun to chafe at his pater Ricbert's authority. The frequent bickering and needle matches as Godwyn tried to assert his dominance had grown wearisome to both master and apprentice, so Ricbert declared it was time for Godwyn to face the Wizard's Gauntlet. Godwyn was to hunt and slay an enchanted white stag.

Having never hunted large game, Godwyn first decided to practice by hunting a mundane stag. This proved more that his novice hunting skills could manage: although he was able to track the beast in wolf form, he lacked the combat skill necessary to single-handedly kill it. He then attempted to recruit the other wolves of the forest to assist him in his hunting. He managed to befriend the wolves and spend a few days among them, but the difficulty was that he was new to the pack hierarchy. He didn't come in right at the top. Indeed, he was no match in combat for the pack leader, and chose not to resort to magic to browbeat the other wolves. After a while he abandoned his attempts to get the wolves to help him.

Next, Godwyn turned to Orwin, the chief huntsman of his pater's covenant. With Orwin and two other hunters, he set out to hunt the whte stag with hounds. The white stag's magical powers and speed enabled it to escape easily. Godywn tried to paralyze the stag using the Viper's Gaze, but was unable to overcome its Magic Resistance. The hunting party came near calamity when they crossed paths with a group of nobles hunting the same quarry, for the magus and his band were hunting illegally and the forest laws of England are famous for their harsh penalties. They managed to escape due to the timely appearance of the white stag, which distracted the Normans from dispensing "justice."

Godwyn was discouraged and about to admit defeat when, that night in camp, he used Eyes of the Cat so the grogs could watch for Normans. Godwyn realized that with magic, they could see in the dark better than the white stag could. He and his grogs decided to stalk it on foot, without hounds. They found the stag thanks to Orwin's hunting skills. Rather than fleeing, the stag stood its ground. A fierce battle ensuring, during which Orwin was badly wounded. After Robert the grog's arrows inflicted many minor wounds on the stag, Godwyn (in wolf form) was finally able to bring it down with his teeth. He used Bind Wound to get Orwin safely back to the covenant.

Godwyn feels a debt of gratitude to Orwin, who undertook the dangerous hunt and suffered serious wounds in order to help a young apprentice become a wizard. Orwin remained at Ricbert's covenant, but Godwyn promised the hunter future aid if ever he should need it.

What Godwyn Learned 

  • Being a wolf has advantages, but is not as impressive as it seems. Wolves are fairly small and their weapons are weak compared to man's.
  • Godwyn presumed that because he was a wizard, he could walk into a wolf pack and easily assume leadership. The wolves thought differently. Leadership is not that easy. Authority must be earned, among the wolf pack no less than among the Order of Hermes.
  • A young magus cannot overcome challenges by himself, any more than a lone wolf can bring down a mighty stag. Grogs and companions are essential. Their allegiance must not be taken for granted.
  • Just as being a wolf is not as impressive as it seems, neither is being a young magus. Of all the spells in Godwyn's grimoire, it was a first-magnitude spell that won the day. Make full use of all one's abilities and do not make the mistake of thinking that brute power (The Viper's Gaze) is the answer.

All of this can be summed up in one word: humility. Ricbert may be a jerk sometimes, but he taught that final lesson well.

LAST_UPDATED2
 

Covenant of Stranggore

E-mail Print PDF

The full name of the covenant is "The Wizards' Council of Stranggore," but that name is mostly used in official documents (such as the covenant charter). Most magi simply call it Stranggore.

Season

Stranggore is a Winter covenant. It has existed since the wizards of the British Isles joined the Order of Hermes. Several generations of prestigious magi have spent their careers in Stranggore, but now the covenant is dwindling.  The grand council table, about which once debated a dozen magi now seats only two.

Covenant Hooks

Hooks are more interesting than Boons, so we list them first.

  • Road, Major: The covenant is located on the Fosse Way, one of the ancient roads of Britain.
  • Flickering Aura, Minor (from Covenants): the magi have to perform ceremonies to maintain the magic aura
  • Superiors, Minor: two non-player elder magi far exceed the player characters in both wisdom and magical power.  Plus, they control the servants and resources.
  • Protector, Minor: The covenant is the de facto protector of the neighboring village (fictional) of Barstow
  • Hidden Hooks (x3): With such a long history, the covenant has a number of skeletons in its proverbial closet waiting to rear their ugly heads in stories.

Covenant Boons

  • Aura (so net Aura is +4)
  • Hidden Resources (x2): Many long-forgotten treasures and curiosities await discovery in the partially-dilapidated covenant. 
  • Fortifications, Minor: The covenant is located on the site of an Iron Age hill fort (inspired by Maesbury Castle) and is defended by a serviceable rampart and wall.
  • Informants, Minor: The villagers of Barstow keep their eyes and ears open, and report goings-on to the magi.
  • Loyal Covenfolk
  • Impressive structure: The Grand Council Chamber of Stranggore is vast and imposing, though now its rafters are hung with cobwebs and its banners are moth-eaten and faded.
LAST_UPDATED2
 

Learning from Stories and Seasons

E-mail Print PDF
The Fifth Edition rules-as-written prohibit a character from gaining experience points from both adventuring and seasonal activities in the same season.  If the character could potentially gain experience from both sources, the player must choose between them.

We gleefully disregard this rule and allow adventuring and seasonal experience to be cumulative and simultaneous.  We want to encourage adventuring.

If the story takes longer than 10 days, it interferes with lab work according to the rules on page 103 of ArM5.  If it takes longer than 30 days, it interferes with study, practice, and teaching, as explained on page 165 of ArM5.  Storyguides are encouraged to make long-running stories worth enough XP that the player-magi feel their time was not wasted (that is, the story should at least make up for the lost XP in most cases).
LAST_UPDATED2
 
  • «
  •  Start 
  •  Prev 
  •  1 
  •  2 
  •  Next 
  •  End 
  • »


Page 1 of 2
Banner