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

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Character Motivations

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This is an article on character motivations by Ken Koffman, published here with his kind permission.


 I have a modest suggestion about character motivations that might perhaps seem out of place on this list.

Rather than the usual "I want to invent the biggest CrIg spell ever," or "I shall become an archmagus" or "I shall learn the secrets of the Fay" or "I will be the greatest Quaesitor ever" or "I shall create a giant steel golem" or "I will break a rule of magic," how about setting aside a character's magical abilities and affiliations for a bit, then consider his motivations, and then consider his magic as a means toward an end, rather than an end in and of itself? The magic might still become part of motivation, but characters are most interesting when they are people first and story elements second.

Motivation consists of four elements:

a) What do I want?

b) Why do I want it?

c) How far will I go to get it?

d) What aids me and hinders me in my quest?

The object of desire seems to be the most important element of motivation, but really it is the least. It is only a McGuffin, kind of the way the forces of evil can build a Death Star or create a Killer Virus or some other Big Thing the Good Guys Must Destroy.

No, it is the why that drives motivation, the second question that is by far the most important, because even if the object of desire is attained, the character's inner nature drives him onward.

And it is the third question that describes the intesity of intent that further describes the character and gives him depth. Consider a prince who wants to kill his older brother to gain the throne. The throne is (a) the object of desire. His willingness to kill his older brother is (c) the length to which the prince will go to achieve his aim. This length is also more important that the actual object of desire. Who cares if it's a throne or a shrub? He's going to kill his brother for it!

But without knowing why he is willing or eager to kill his brother for the throne, we still don't understand the prince's motivation.

Let's consider some whys. He wants the throne because he believes the kingdom needs a competent king. Or because he believes his brother is a diabolist. Or because he has always hated his older brother, who has always made life miserable for him. Or because his wife has put him up to it.

Ah! Now things are interesting. Motivation has nothing to do with a throne or even killing, but with duty or vengeance or envy or need to please someone else.

The last factor of motivation is necessary, because without it no action is possible. If a character lacks any ability to attempt to further his aims - nothing happens. If nothing hinders a character in his quest, then we have a very boring game, if the game in any way centers around this character.

To summarize, motivation is simply "I want A because of B and I'll go so far as C to get it, using and being opposed by D."

So don't neglect those magi who fall in love, or who want to support their mundane families, or who have a rivalry with a peer. This is the heart of motivation and character, not spells or swords or potions or theory.

The game isn't about magic, it's about people.

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Of Mice and Monks

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In the winter of 1190, Godwyn decided to go visit Stonehenge to experience its Magic Aura and behold the spectacle of the monument that, according to legend, Merlin had built in a single day.  He and Thomas set forth in high spirits.  Unfortunately they did not know exactly the way to Stonehenge so they followed a wandering path from village to village.

About three days away from home, they stopped at a village where the peasants were clearly downtrodden and starving.  A fine monastery stood on a hill overlooking the village.  A farmer's family took Thomas and Godwyn in and shared with them a meager meal of turnip porridge.

At night, Godwyn lay awake by the fire, his stomach growling. He overheard some tiny voices outside the door to the peasants' hut.  Creeping outside, he found two mice arguing over how to get inside the hut.  Surprised to hear mice speak and curious as to their intentions, Godwyn addressed the mice.  Animals had never been bothered by Godwyn's gift to the same extent humans are, so they struck up a conversation.  Thomas joined in after a while.

The monks on the hilltop were taxing the villagers to the brink of starvation.  The mice suffered hard times as much as the villagers.  When Godwyn suggested the mice seek food in the monks' larder, they told him of the fearsome cat that stalked the monastery grounds by night.  But this gave the mice an idea.  They tried to persuade Godwyn to get rid of the cat.

Godwyn asked what the mice had to offer in return for such a favor.  They deliberated for a while and then told Godwyn that they knew where the monks hid a valuable book of magic.

That's how Godwyn and Thomas conspired with a pair of mice to burglarize a monastery.

Quickly they drew the outlines of a plan. After moonset, Godwyn, Thomas, and a hundred mice (the whole extended family of their rodent co-conspirators) crept up the hillside.  A high stone wall around the monastery gave the humans a bit of trouble until Godwyn spontaneously cast Rise of the Feathery Body to levitate himself ans his accomplice to the top of it.  Once inside the grounds, the humans crept over to the granary where the dreaded cat stood guard.

Eyes of the Cat gave them a clear view despite the darkness.  They found the cat lazing on the granary floor.  Taking advantage of the moment of surprise, Godwyn leaped upon the beast and grappled it, calling for Thomas to fetch an empty grain sack.  The cat put up a surprisingly good fight but Godwyn was able to maintain the grapple for a couple of rounds and stuff the cat into the sack.  Then they tied the sack shut and hung it from a rafter.  The army of mice poured into the granary and gleefully plundered it.

True to his word, one of the original rodent conspirator led Godwyn and Thomas into the chapel.  There was a tense moment when a drunken monk stumbled past them on the way to the outhouse, but they reached the chapel undetected.  There, under a loose flagstone in a corner behind the altar, they found an ancient book.  Godwyn grabbed it, put the flagstone back to hide the theft, and hurried back to the granary.

The cat was making good progress at clawing its way out of the sack and yowling angrily in the process.  Godwyn took down the sack and thumped it against the wall a few times until the cat quieted down.  He and Thomas left the monastery through a rear gate, bringing the stunned cat with them.  Half a mile away, Godwyn untied the sack and hurled it into the woods.

The book turned out to be a tome of Magic Lore, Magicians and Enchantments of England.

 

 

Covenant of Stranggore

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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.
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Saga of Stranggore

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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.

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Alternate Book Rules

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We want to slightly slow down the rate of advancement from studying books, to provide an incentive to seek other sources of experience points (such as adventuring or non-traditional sources like ancient scrolls).  Also, we want to make it harder for junior magi to write books that senior magi would be interested in studying.

Read more...
 
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