Odin's Call - Ars Magica

Delving the Caverns

The party is exploring the caverns underneath the Oien tree. They encountered a silent stone golem on the left path into the caverns, guarding a runestone held in place by branches, leaching Terram(?) vis out of the area. The runestone resembled stones previously seen.

  • Opened regio with Herbam Vis
  • Spotted Fenmorel speaking with a goblin
  • Fought Severian
  • Heart of the Oin Tree has been stolen
  • Cassandra has returned
  • Party will regroup at the Oin Tree
View
Wizard's War

Wizard’s War was with Flambeau Qaesitor Damien

  • Dornoll animated the Oien tree
  • Sigurd fought on a waterfall
  • Damien able to flee
  • Led to Damien by two sprites from Thyme’s past
  • Damien lit villages ablaze to bring Wizards to his battleground in the forest
View
Graveyard of Grimar

Short recap

  • Tasked with recovering Frost Giant Grimar’s bones by Naffi(?), giant princesslike person
  • Went to the grave, stepped into it and opened the map
  • Regio contained bones of a giant dragon as well as bones of Grimar
  • Grimar animated into a skeletal giant
  • Wizard Severian was extracting Vis from bone dragon
  • Runes appearing as he performed the extraction
  • Enjoined us to join forces against the Order, which are currently aiming to seize the Oien tree
  • Aim is to save the world from Bonisagus, seizing control over magic
View
Deposition with Damian Stralla

All:

Please read the deposition below and post your responses/statements on this thread regarding the alleged events. Interviews are conducted with: Thyme, Victor, Sigurd, Jotun, Konal, Dornoll, and Narryn. Please refer to “The Hermetic Oath” on page 13 for information about The Code of Hermes.

Thanks!
Tom


Witness Deposition
Interview with:
Summer, 800 AD
Assigned Quaesitor: Damian Stralla, House Guernicus

Damian Stralla interviews you in a private chamber in Odin’s Call. He tells you this deposition will be treated in the utmost confidence, only read by select Quaesitors and Council members of the Regional Tribunal. If the findings are substantial enough to warrant a Trial, the contents of this deposition along with the other depositions and findings of the assigned Quaesitor will be read by members of the Grand Tribunal.
The Order demands that you make a statement in response to each of the allegations below, both directly and truthfully. If you do not comply, it will be assumed that the allegations are true and that you are protecting the accused, which will make you also guilty by association.

Intent to Slay Another Magi of the Order

Accusations have been made that Sigurd instigated an attack in an attempt to kill Hans over a long-standing dispute over a girl, even though said dispute was previously resolved by the Regional Tribunal.

Describe the incident of the alleged attack:


Interfering with Mundanes

Accusations have been made that Sigurd knowingly and purposefully interferes with the mundanes of the Norse region, as follows:
*He has sworn oath fealty to mundanes (his family to be precise)
*He knowingly advocates, encourages and presides over paganistic sacrificial rituals at the Ooinn Tre, sometimes involving human sacrifice

Make a statement regarding the above allegation:


Molesting Faeries

Through interviews with others, it has come to my attention that Sigurd may be dealing with faeries, potentially disrupting the balance of faeries by accepting faerie gifts in exchange for favors
Make a statement regarding the above allegation:


Endangering the Order

Through his dealings with faeries, interference with mundanes, attack with an attempt to slay a fellow Magi of the Order, combined with his role as covenant founder of Odin’s Call, Sigurd stands accused of endangering the Order.

Make a statement regarding the above allegation:


View
A Strange Letter
Post Into a Dark Place

At the beginning of the fall season, the covenant receives a letter carried by an unusually large blue raven with green eyes. It’s contents are as follows:

Sigurd Odinsson
c/o Covenant of Odin’s Call, Order of Hermes

Dear Valued Client,

We are pleased to announce that the coming season brings a wealth of opportunities to the valued customers of Mestarine Enterprises!

  • IGNEM VIS BLOWOUT! Due to a surplus of Ignem vis, we are offering an astounding TWO FOR ONE offer on ignem pawns*
    *Orders of 10 pawns or more to qualify for discount, limit 20 pawns per customers. All reasonable forms of barter accepted. While supplies last, see Ghostol for details
  • POTION OF BLACK WHISPER carefully brewed by an anonymous master alchemist, this amazing potion is the perfect gift to blend into the stew of a particularly bothersome Quasitor. Guaranteed to last a full moon or your money back! Order Today! This won’t last!
  • FIREBRAND WEAPONS forged locally in The Terignem Mines of Mestarine by dark gnome artisans, these fine weapons are enchanted with Blade of the Virulent Flame (level 15 creo ignem, page 140) guaranteed to double the damage of the weapon! A limited supply of longswords and spears are in stock NOW! (Custom orders are also accepted)

And finally, but most importantly, I’ve taken the liberty to “survey” IceFall’s production capacity. I’m pleased to report that I believe we can increase vis production by more than 10x from the source, should Mestarine Vis Harvesting (a division of Mestarine Enterprises) be awarded the contact. And, just to sweeten the deal, if I’m also awarded the Oinn Tre management contract as well as IceFall, I will offer you an additional 10% share from my previous offer: 60/40 (Mestarine/Odin’s Call) share for both facilities! This special offer expires at the end of the season.

Fill out the order form on the back of this parchment and give it to the raven to secure your intent to purchase.

Best regards,

Fenmarel Mestarine

View
The Homoculous
The Origin of Phengle Kai

From the last pages of Pagarius of House Bonisaugus Covenant of Durenmar, Spring 800. Dropped from his hands as the region closed and trapped him for 1-year.

Entry 1: Research Summary

I came a cross a scroll containing the most curious story. It was about an ancient Roman named Furious Kai. A strange name, but as the tale is told he is not human but rather a Homunculus, a creature born of magic as sprouting from a child that never grows old.

The tale is told that the Cult of Mercury chased the Roman creature this Homunculus from Rome. I found more information here in Durenmar, the first covenant and home to the Bonisagus Library, literally the collective knowledge of the order. I found a tale that seems to be related. An ancient people that lived on coastal waters before a great flood. They came across this creature he had changed his name to Fengel Kai Damahen. As the story goes, this child came to rule these people but they rose against him and killed him, but buried his body under a mound of rocks 10 men tall and 10 men long.

I have searched and searched and I believe the burial mound is hidden in a Regio, a dimensional pocket of time and space, The entrance to the Regio is only open for 1 day a year. I’ll need a ship but I believe I can find it. Finding the remains may provide significant knowledge but it is said the day this Regio opens the dead walk.

Entry 2: Letter to Victor

I have sent my letter to Victor after meeting his parens outlining my research and his interest into the matter. I have no time to wait for a reply, I will head to the little island outside the Rhine and see if he heeds my call. He is in the North lands and should be able to provide a ship according to his parens.

Entry 3: Rendezvous

I have met victor. He seems most intriguing as a seeker of knowledge. With both my and Victors blatant gift it was too much for the fishing villagers to handle and a mob started to form. I am thankful for the quick thinking of the ships captain, Karin, for whisking us away so quickly.

Entry 4: Dangerous Seas

The Journey was troubling we ran across another group of Vikings. At the same time a water spout formed. With proper time and without Viking running full speed at us those water spouts could be converted to Vis. With a little research to confirm, I am certain that they are water and air elementals in pitched battle with one another.

Entry 5: The Regio

We reached the region with a little more trouble. Indeed the dead do walk, they seem to be spewing from the regio.

Entry 6: Into a time past

Once in the Regio, Karin noticed that what is usually a large bay was but a river. Fog obscured a fishing village. The people were but spirits of a time passed. We at first had trouble speaking with them. Until we used some of Victors magic to speak through the black gate. Eventually we learned that they were worried of a storm. Another group were building what looked to be a throne room and interacting with someone that was beyond our site that was sitting on a throne. The children seemed to be under this invisible person’s control. At one point during altercation at the throne room, the children killed a man. We were still having trouble locating the mound where the homunculus was supposed to be buried.

The spirits seemed to be replaying past events their spirits eternally trapped in a loop of events. The adults attacked the invisible person on the throne and also turned against their children. They drug all the children from the village and murdered them violently with rocks. All the children were killed and seemingly the invisible person as well. The rocks used in the mass killing fo the children formed the mound of the burial.

Entry 7: The homunculus

We had found our entry into the third regio. I would say just in the nick of time, the waters from the great see pushed the river and it sounded as if the land itself was breaking in the storm.

Pushing through the region we found ourselves back at the village in the throne room. There was the boy, or what was left of his body. We defeated him by using Wizards Communion on a fire spell. We had exhausted most of our time and needed to get out of the Regio before it closed for the year. We collected the hommuculus and made it back to the boat. One curious thing that the hommuculus said before we destroyed it.

“I am just the body of Dahmen my mind and soul are eternal.”

Entry 8: The trip home:

There is no entry for this sections

View
Winter of 800, Letter from Sigurd regarding Icefall

To my fellow members of Odin's call,

I write this letter to inform you of my week long trek to Ice Fall.  We had many strange encounters and while at a heavy cost to the coven folk we were successful in our quest and brought many wonders back to the covenant along with ill tidings.

We opted for the path through the forest rather than up the river in the longboat due to the thick ice.  Upon the beginning of this journey we met what seemed to be a powerful faerie, a dwarf, who went by the name Thickdome. Thickdome and I got off on the wrong foot.  I can at times, as you all know, be a little stubborn but I soon made amends after some wise words from a fox.  This encounter with the fox only reinforces my perspective that animals have the right of it, but I digress. This Thickdome provided me a message that the Sleeper under Glittertind  stirs. The great Wyrm Hrimdraki IssWing once again seeks to rule Midgard and as he awakens from his hibernation his agents seek to push his interests.  

This strange fellow Thickdome also provided me a ring.  Being wary of Faerie magic, I did not dare investigate the ring's attributes in the field.  I have placed the ring in the library with the covenants other magical artifacts.  It will still need some investigation but within our Aegis of the Hearth should provide ample protection against any faerie suprises.  Upon leaving he provided me a map with a number of markings that could only be dwarven runes, one being Icefall.  I am almost sure these other locations are a rich source of Vis based on what we found at Icefall.

Upon reaching Icefall, Thickdome's warning rang true.  We were met with what only could be agents of Wyrm Hrimdraki in a group of four cliff giants under the control of the missing heir of Gundrod the hunter of house Yngling.  He seemed to be under some kind of mind control from a cloaked woman atop the falls Icefall.

The battle with the giants was fierce and bloody, their very hides seemed near impenetrable.   Under Konal's leadership and Jotun's heavy hammer we ultimately were victorious but at a heavy cost. We lost some good swords in this battle and it may take some toll on the coven folk to see so many fall in such a short time.  I am particularly worried on Narryn who lost his brother Braeble.  I walk among the coven folk more often than the two of you to conduct my sacred duties and Narryn and Braeble had a strong bond.  

Upon defeating the giants, we apprehended Olaf.  Olaf almost certainly has the Gift and has some affinity with lightning.  The strange woman who's name must have been stricken from his memory, promised to teach him in magic.  She instead took control of his mind and had him train the cliff giants.  My plan was to return Olaf to the covenant but upon investigating a rune stone behind the falls.  Gudrod the Hunter arrived with 50 men.  I freed Olafand Gudrod was pleased with the release of his son and offered us a favor in return.  Olaf was also pleased that we bid him no harm and I told him that if he wanted to further his talens to come to Odin's Call.

While we all have only recently received our Sigils as full members of the Order of Hermes we may want to consider Olaf for apprenticeship or at the very least keep him at the covenant so these hedge wizards don't get  hold of him again.  Not only does he have magical talents he is also a figure of great political importance.  He could prove useful if under our protection and influence.

This finally brings me to the original focus of our trek to icefall.  Indeed the vis was being stolen by what I can only suspect is the Wyrm Hrimdraki agents.  Behind the waterfall at Icefall in the dank cavern was a runes stone.  Under the rune stone was a spell of some sort.  It seemed to be gathering the Vis and transporting it somehow.  Once we removed the stones the enchantment seemed to end.  I copied the markings from the spell circle and have returned with the actual runestone itself.  With investigation, we may be able to decipher the spell and use it to our own benefit.  These other vis sources are a much further journey and I am sure their are other mystics who would use these sources.  

I have buried the runestone just outside the covenant at a  location I will reveal to you  upon our spring meeting. I feared bringing such a stone into the covenant without a much stronger Aegis of the Hearth protecting us. The markings themselves I have put in the library.

This brings me to my last point.  Given the dangers we have encountered I think it is critical that we all learn the spells Wizard's Communion. I believe Victor has this spell and could add it to our library.  By doing so, it will allow us to recast the Aegis of the Hearth ritual which I can lead us to provide a much stronger magical protection of the covenant.

I have also returned with a significant amount of Corpus Vis and Terram vis from the bones of the cliff giants.  I have put them in our stores.

 

View
Recap - Eve of the New Year
Sigurd stinks it up, Victor yields to Dornell, Winter Campaign is Approved

The duel commenced with the Bjourn mage, Sigurd facing off against Victor Frankinstein of House Verditius. Onlookers expected to be treated to the Bjourn mage transitioning to his bear form and proceeding to rip apart frail Frankinstein…

But instead, the crafty Verditius mage landed a Grip of the Choking Hand, followed by Invocation of Weariness, effectively rendering the Covenant founder too fatigued to enact a spell strong enough to penetrate Victor's defenses. Much to the dismay of Covenant members in the vicinity, Sigurd did manage to finally cast Stench of a Thousand Corpses, briefly breaking Victor's concentration and revolting the onlookers.

 

But, after regaining his composure, Victor recast Choking Hand and Sigurd lapsed into unconsciousness. "Welcome back to the living," greeted Victor as Sigurd came to…

Victor then faced off with the overconfident, Dornoll Drywren, current Protector of Odin's Call. The battle was relatively short, with Dornoll taking every advantage available to her from fast casting, to the environment of Odinstaff. She trapped Victor in a Tangle of Wood and Thorns, then repeatedly rapped him with Strike of the Angered Branch until he yielded.

After the duels concluded, the Covenant convened to discuss the Winter campaign. Dornoll outlined three possibilities:

1. Investigate the mysterious cause of the Creo Vis no longer being able to be harvested from the foam of Icefall, the waterfall to the north west of the Covenant

2. Investigate the omnious warning about something in the deeper caverns below the Covenant that Odinstaff revealed to Dornoll

3. Investigate the distress call from Germanic Covenant, the Order of Wuotan. Apparently something is amiss amongst the marshland corpses.

As suggested by Sigurd, the Covenant agreed that the aquam vis issue was most central to the Covenant, and it was agreed that Sigurd would lead the campaign, taking Jotunn the Half-Head as his companion, along with a company of twelve warrior grogs. Scouts were sent out ahead of the party to investigate the surroundings and report back to Sigurd.

View
Eve of the New Year
Preface to Odin's Call Campaign

It's December 31, 800 AD, the eve of a new year, marking the end of the Nordic Iron Age and the beginning of a new age; the Viking Age. Seven years earlier, Norwegian Vikings sacked the Holy Island of Lindisfarne, off the northeast coast of Northumbria. Savage and pagan, the Vikings slew the Christian monks within the monastery, plundering thralls, gold and silver.

In the years since, Viking parties from Denmark, Norway and Sweden routinely ravage the coastal villages and monasteries across Northumbria, the Celtic Islands of Scotland and Ireland, the Orkney Islands, the western coast of the Slavic lands, and even Francia. Across Western Europe, the Viking battle-cries unleash terrible tributes to their Norse Gods as they celebrate each new opportunity to pass through the Gates of Valhalla.

You too are celebrating. But not for the new year. Nor the beginning of the Viking age. You are celebrating the seventh anniversary of your Covenant.

Unseen by mortal eyes thanks to a spell of illusion, you stand on an immense wooden platform hundreds of feet above the dense forest canopy, anchored within the mighty branches of the Oinn Tre, an immense evergreen of unknown origin. Oinn Tre, (also referred to as "Odinstaff") stands over 400 feet tall, with a diameter of more than 50 feet, and a circumference of nearly 200 feet. In modern times, it can only be described as a cross between a giant Sequoia and an ancient Cyprus, its wide branching canopy stretching nearly 300 feet in circumference at its largest point. It's unknown how long this tree has lived, but its roots may tell the tales of lands far beyond the knowledge of mortal men. The Oinn Tre is home to your Covenant, Odin's Call.

Your fellow Covenant magi, along with their loyal companions, are gathered with you on the great platform. Draped in warm cloaks and fur skins to ward off the biting winter cold, the members of the Covenant engage in small talk as they survey the region from their majestic viewpoint.

Straight ahead to the south, the Oslofjord inlet snakes through surrounding cliffs on its way to the North Sea. Norse longships can be seen rowing up the fjord, likely returning from their Viking plunders.

To the west, the forest extends densely through the foothills at the feet of the Scandinavian Alps, their peaks piercing the heavens. To the south, east and west, the fjord coastline is sparsely interrupted by the farms and turf houses of the Nordic residents. Nordic rule is formed under petty kingdoms, constantly warring for control of one another. In the west is Eirikslag, the longhall of Eirik Sigtrygsson, Jarl of Vestfold. Eirik battles with Gudrod the Hunter, Jarl of Oppland to the northwest. The kingdom of Oppland spans widely across the mountainous northern country and is home to Norway's two highest mountains, Glittertind and Galdopiggen. But, Oppland is landlocked and Gudrod seeks to extend his kingdom to the coast.

To the south and closest to Odin's Call sits the kingdom of Vingulmark, ruled by Gandalf Alfgeirsson from his longhouse, Ostfold. Neighboring Vingulmark to the east is the kingdom of Alfheim, ruled by Alfarin, father of Alfhild (daughter) and father-in-law to Gudrod the Hunter.

"It's time," a soft voice interrupts your reflections, "to choose this year's Protector." You turn to see the slender figure of fellow mage, Dornoll Drywren. Bright red hair reveals her Celtic origin, as do her garments, a draping green cloak adorned with golden celtic cross stitch patterns. She motions the group to gather in a broad circle. As you and the other magi take their place, the companions stand farther back, behind their respective magus.

"As is customary tradition," Donroll continues, "our newest members have the first opportunity to prove themselves worthy in a Wizard's Duel. The winner may then challenge me for my position," she adds with a dry smirk.

View
Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.