The Farrani Corps
Tag: Book Creo
Results
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Voice of the Sentinels
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Fire and Ice
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A book without title
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Basic Fortifications Guide
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Don't Read This Book
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Cooking with Wild Herbs
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Notes from Edgar's Room
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The Fist of Argenta
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Wicker Masks
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Secrets of Water
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How to Find a Man
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The Gun-Fisher's Atlas
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Gentlewoman's Field Guide
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Vis-à-Vis
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The Magical Detective
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The Wolves of Autumn
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White Nail
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Quickener
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Celestial Map of Meaning
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Library of Marjura
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Contacting the Teachers
*Story Recap:* After discussing our plan of action for the school we convinced Terrine that we should go through the rooms of our absent instructors to find arcane connections to get in touch with them in hopes of notifying the of Flash's departure. …
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1: Rescuing the Villagers
We were out on our patrols when we hear a rumor about a tribe of people about to be burned out of a village. We quickly rode to the village and found a building on fire and a mob gathering. My companions quelled the mob while I brought the fire under …
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3: Leaving the Tower
Gerald mentioned that he thinks the wards of the castle may be attuned to humans now and that people might be trapped in their rooms. We got Terrine to go take roll of all of the students to make sure that everyone was accounted for and went down to the …
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Game 4: Battle in the Snow
They opened fire upon us. Allie was shot four times but the rest of us avoided any wounds and my direwolves interposed themselves to attack. They wounded several of the pale creatures attacking us. Alice offered to make us all invisible but almost no …
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5: A Plot is Revealed
We discussed for a few minutes if we should go forward to continue to the next Lord's land and inquire why the folk had been exiled in the first place or leave the area. Violet and I encouraged the others to return and seek help from the lord and perhaps …
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6: Return to the Keep
Qureine read the stars to determine if we would reach the boat in time to capture it and determined that we would not. In looking towards Winterhome I see a wave of snow blowing over the castle walls and sense it is the military force of the Ill Kin. …
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7: Through the Mountains
Arthur returns and confirms that the shipyards are destroyed but we are still going to try to get the cannons off of the hulls and try to find the hidden troves of Vis on the way. We leave the castle to investigate the dragon corpse. Querine took the …
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8: Examining the Tomb
We were in the tent we hear horses leave the area. We exit and Gerald notices what appears to be a fuse burning several tents away near a large quantity of gunpowder. Violet lifts the sarcophagi and heads towards the cave while Gerald teleports Bella to …
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Game 9: Burning the Shipyards
We are disguised and ready when we see a group of ships moving in a formation as if another ship were amidst them. A fog is settling over the harbor and Qureine attempted to sense if there were any animals on the ships or if there was indeed another ship …
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Game 10:
Gerald hopes that Draga can provide us with a better means of transportation and we go to the forecastle to attempt it. Gerald seems to be following along but thinks that it will not be helpful for us in the long term. We sit for a few minutes to …
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Game 11: In Pursuit of the Dead
There is a large commotion among all of the people present. While Violet is regaining consciousness, animated by Gerald, Qureine keeps watch over the faces of the crowd. Arthur faces Tabitha and Draena. He communicates with Tabitha that we need to …
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Game 12:
We have determined that we must capture whomever we can and then sink the ship to prevent any information to get out about us. We ensure that we are all protected and invisible, that the crew is prepared to capture any prisoners that we send back. Arthur …
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Game 13:
We know that we need to get the students from the school and put them on the ships so that they can learn on the seas. In order to do that we must reunite the fleet. The captains are given their ships back with their loyalties and an Arcane connection to …
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Game 14: The Sentinel and the Moon
We head out and over the course of the ten days that it takes us to get to the Orghin coast discuss our plans to revive the 2nd ages Naval tradition. When we get there Draena informs us that some new force has set up, on the southern most tip of the …
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Game 15: Moonshadow
We stay with the White Mountain folks a few days to learn about their traditions and become more comfortable in our wolf skin. Arthur speaks with the Elders and Elder Ben hesitates though it seems that he trusts us because we learned to take the wolf …
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Game 16: Through Hell and High Water
We discuss the plan to escape the three fleets and determine that heading west, into the smaller fleet of the fire ship, would be the most strategically bold plan which would result in the fewest losses. The fleet would be mostly focused on breaking …
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Game 17:
Alice keeps an eye on the ships while we rest or head to our ships to reconvene. She reports that they are re-configuring with the fire ship in the center of two rows heading to the center of the line of fires. Alice can see that the rune sailed ship is …
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Game 18:
Arthur communicates with us and learns that we have lost the staff and quickly turns his ship around with several of our companions. We head quickly to Orghen to convince the other Farrani to leave the area and to reach the tree to enter the regio and …
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Game 19: Desperate Times Call for Desperate Measures
Farrani By the time we get out to the ruins it is midday. We spend the afternoon looking for the precise location of the sunken fortress. Alice and Arthur try to look into the water. Alice sees a ridge in the water with large unnatural blocks of stone …
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Game 20: Balancing the Scales
PROLOGUE _*Incantation of the Beast Made Whole*_ (Creo Animal 30, ritual) *R:* Touch, *D:* Mom, *T:* Ind Cures all wounds in the target creature. The Vim requisite allows the spell to affect undying magical beasts like dragons, even when in a …
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Game 21: Book Bridge to the Silver Isle
As the fire ship approaches we discuss how we would like to proceed and our fear and discussion of fleeing impresses upon them the seriousness of the situation. After some discussion we determine that it is most critical to hide and protect the other …
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Game 22: Here There be Dragons
We unload the ship and do some research with the books. Alice, Violet and Gerald all have somewhat poor results in their lab works. We direct the students to study the books while we go on an expedition in the mountains. We plan enough supplies for a …
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End of Days
After teleporting as quickly as we could, after about two hours, we came to a mountain top overlooking the lagoon/inlet where the school was docked. The Shadowkine have helped with arranging some cannons on land to protect our fleet that had been brought …
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Home Page
|On my Honor, this Solemn Oath:| || |_I will never betray my duty to the Corps, or my integrity to the law and the public trust._| |_I will obey lawful orders, cleaving to the Corps' traditions and authority._| |_I will do good and promote that which …
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Main Page
Use the Ars Magica (5th Edition) rules with these changes. [[CHARACTERS | Ch 03: Characters]] [[VIRTUES AND FLAWS | Ch 04: Virtues and Flaws]] [[ABILITIES | Ch 05: Abilities]] [[HERMETIC MAGIC | Ch 07: Hermetic Magic]] [[LABORATORY | Ch 08: …
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CHARACTERS
All characters are considered Hermetic magi for purposes of character creation. The following modifications apply to the chart on page 29 titled “Detailed Character Creation Summary.” *1. Pick a Concept:* Skip this step. Characters are 15 to 16 …
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ABILITIES
_Limitations:_ No Ability (except _Native Language_) can start at a rating higher than four. No Ability can ever rise higher than level six. _Specializations:_ Players may change an Ability's specialization when they raise said Ability's level. * …
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VIRTUES AND FLAWS
_Seasons:_ Virtues and Flaws that iterate based on years or seasons usually iterate based on sessions instead. For example, a Virtue that provides a number of pawns of vis each year instead provides that number on every fourth session. (Each session …
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HERMETIC MAGIC
Farrani refer to their magic as Aphelion magic. Except as noted, it is otherwise identical to the Hermetic Tradition. *THE ARTS* A character requires a score of zero or higher in a Form for any magical endeavor that it involves, even as a …
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OBSTACLES
*COMBAT SCORES* *Defense Total:* Instead of rolling a Stress Die against each attack, simply add six. This “straight-six” is treated as a roll result, so any bonuses or penalties to rolls will modify it. In this way, a target's Wound and Fatigue …
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LABORATORY
The abstraction of “seasons” means that characters produce laboratory products in seemingly quick time. Such results are considered the culmination of ongoing work done in downtime, completed when the character spends her seasons. *INVENTING SPELLS* …
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SPELLS
*SPELL DESIGN* *Rituals:* Aphelion ritual spells can be lower than level 20. *Repeating Momentary Effects:* A spell that would normally be an instant in application, but is drawn out to a longer-than-Momentary Duration to repeat itself each turn …
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SCHOOLS
[[File:330722 | class=media-item-align-right | 01.jpg]]During apprenticeship, Corps members are assigned to one of the five Schools. Each School hones particular aptitudes and teaches skills relevant to the role that its members play in the Farrani …
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LONG-TERM EVENTS
*ADVANCEMENT* “Seasoning” is the process by which a person becomes seasoned or experienced. In this campaign, a “season” is an abstract unit of personal growth, awarded at regular periods by the Storyguide. Advancement activities are described on …
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Dueling Code
Rules For The Government Of Principals And Seconds In Dueling By Sir Ernest Lyde in address to the Stevenshire Tribune on occasion of the sixth year of the rein of Queen Ariella I. Endorsed to the people of this kingdom by the Crown of Betraland. …
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Royal Law
*ROYAL LAWS, CRIMINAL ASPECT, OLD IMPERIAL* The general purposes of these laws are to forbid and prevent conduct that inflicts or threatens substantial harm to the interests of the crown or those persons belonging to the crown (hereafter called … -
Paratorna Military Divisions
There are four military divisions in Paratorna, made up of roughly 80,000 souls, 10 percent of the kingdom's total population. The royal divisions include the Royal Army, the Royal Navy, and the Royal Guard. The fourth division, the Seraphic Guard, is …
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Betraland Military Divisions
BERTRALAND ARMY There are three military divisions in Bertraland, made up of roughly 53,000 souls. The royal divisions include the Royal Army, the Royal Navy, and the Royal Guard. Members of the Royal Guard and the Farrani Corps are the only …
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Duke of November
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Isaac d'Aramitz
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Queen Kara's Revenge
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Maurice Beguinet
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Arjen
On a dark and stormy night, Arjen arrived by boat with her companions. After being properly clothed in the local fashion we took a short trip to the Ferrani Manor. The rest is to be determined.
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Grace
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Queen Anna-Marie of Paratorna
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Flash
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House: Clapp
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House: Drummond
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House: Elliot
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House: Gillentine
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House: Watstonn
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House: Chaucex
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House: Greby
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House: Hawley
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House: Hutson
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House: Meehan
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House: Plowden
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House: Reynolds
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House: Woodward
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Terrine
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Qureine
SPELLS _*Bite of Frost*_ (Perdo Ignem 5) *R:* Shot, *D:* Mom, *T:* Ind Your shot wracks the target with a jolt of icy cold, destroying body heat. The target loses one Fatigue Level. (Base 4, + 1 Shot) *CASTING TOTAL:* Stress die + 18 + … -
Violet
Name Violet Age (apparent) 16 Player Kerry Beckett Covenant Lapicada Gender Female Personality Dependable +3 Stubborn +1 Brave +2 Confidence: 4 Virtues Gentle Gift, Cautious Sorcerer, Method Caster, …
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Alice
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Aliciea "Allie" Alahan
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Bella DeGrasse
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Arthur
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Gerald
Name: Gerald House: Lapicada Brave +3 Daring +3 Power-Hungry +2 Strength: 2 Stamina: 3 Dexterity: 3 Quickness: -1 Intelligence: 3 Perception: -3 Communication: -3 Presence: -1 Equipment: Lorica Farranus (full): Protection 9, Load 5 …
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Archimedes
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Captain Drana
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Roulier
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Tries St. Onge
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Nevru Anato
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Draega
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Lieutenant Tabitha
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His Terrible Symmetry
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The Captain Rodrigo
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Captain Dark
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Rita (Margaret)
Rita Age: 12 Virtues: Premonitions, Intuition, Puissant Ability: Premonitions Flaws: Driven (Major) +Wrathful 2 +Loyal 1 +Faithful 3 Characteristics Strength: -3 Dexterity: 2 Quickness: 1 Stamina: 1 Intelligence: 1 Perception: 3 …
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Elki
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Dash
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Ethan
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Isabella
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John
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Shadakine Imperial Fleet