The Legacy Saga

Ars Magica in Hârn

Introduction

This is a game about magic and community. All the Player Characters (and there are several for each player) are members of the same chantry, a place where Shek-Pvar (wizards) live and work. Each player has a single Shek-Pvar character, and one or more other, mundane, characters who also dwell in the chantry.

The reason behind multiple characters is two-fold. Firstly, it allows for the players to be involved in all aspects of the community, by playing not only the important Shek-Pvar, but also the grogs (guards) and other people necessary to the functioning of the chantry. Secondly, it makes it possible for all the players to be involved when, as typically happens, one Shek-Pvar goes off on adventure and none of the other Shek-Pvar come along. The players can in that case play grogs, servants, or whoever else is accompanying that Shek-Pvar.

While the Shek-Pvar are the most important individuals in the story, the chantry itself forms the principal character - it survives even when Shek-Pvar and grogs die. The time span of the game encompasses many years, and it is the chantry which provides much of the continuity.

The Chantry

Chantries come into being when one or more Shek-Pvar found one, having left the tutelage of their former masters and seeking a home of their own. Shek-Pvar typically have little time for much of the mundane world, and band together in chantries for mutual support and protection, often far away from civilised lands. Around the central core of the Shek-Pvar, of course, there are assorted Kvikir (mundanes, or non-Shek-Pvar), who take care of those matters Shek-Pvar are unwilling or unable to do. Some chantries have their own lands which are farmed by peasants, servants to perform house-keeping duties, guards, chamberlains, stewards, blacksmiths, and in fact are essentially manorial villages in their own right. They are the lucky ones.

To the Shek-Pvar, the chantry is both home and work-place. By pooling resources, the mages of a chantry can achieve more than they might alone, with laboratories, a library, and combined arcane treasury. And since Shek-Pvar are often looked upon with suspicion and fear, the advantages of a chantry for protection are never overlooked. It is not wise to antagonise the mundanes by using magic openly around them - though individuals present little threat, even most Shek-Pvar must live somewhat within society, and rely upon it; no one wishes to be faced with angry lych-mobs.

What do Shek-Pvar do?

Shek-Pvar are people too, and so there is enormous variation amongst them. However, they are obviously primarily concerned with magic, the great art. It takes many years to become a Shek-Pvar, and only the most dedicated make it out of apprenticeship; by then, performing magic has become second-nature, and there is always more to learn.

In addition to the performing of magic, there is magic in the outside world also - Hârn is a mystical isle, largely uncivilised and unexplored, home to strange beasts and supernatural wonders. Some Shek-Pvar wish to discover these unknowns, to understand them, whether for appreciation or control. Other Shek-Pvar seek to use their skills to influence the mundanes around them, on the face of it a trivial task given the powers at their disposal, but made much more difficult, and dangerous, by the rules of the Shek-Pvar, which forbids the use of the art for these purposes. Nonetheless, some try, using their magic subtly or not at all.

A short list of some possible activities include:

Shek-Pvar

The Shek-Pvar, or to give them their full name, the Enlightened Brethren of the Order of the Shekir, were founded some centuries ago by the mage Genin. It is an organisation of users of magic - the organisation, in fact, for there are few wizards who are not members, and they follow their own solitary paths. The Order is does not interfere greatly with the activities of the members. The basic structure is that of the chantry, almost autonomous bodies which may govern themselves as they see fit. Occasionally there are tribunals, or gatherings of several chantries, to discuss matters affecting them all, and where important decisions may be put to the vote. Outside of this, there is very little organisation at all.

There are, however, certain rules that govern all Shek-Pvar, and which are rigidly enforced, if necessary by the Order of the White Hand:

  1. Bring not the scorn of the Kvikir [ordinary folk] upon thy brothers, nor make with thyne art a place thyself above them.
  2. Spread not thy lore, even among thy brothers, without sanction of thy peers.
  3. Keep sacred and free from harm, thy house of lore.
  4. Succor not a renegade of the art, but strike him down with thy power, else summon brothers to thyne aid.
  5. Make tithe to thy house [chantry] a portion of thyne arcane treasure to thy brothers' benefit.

Issues for the new chantry

Establishing a new chantry is an enormous task, and one that is not done without difficulty or time. Though certain basic matters such as food have been largely dealt with already, there remains much to be done. The following is a small sample:

Creating a Character

When it comes to creating a character, there are many different approaches you can take. It pays to have read all the world material first, so that you have some idea of what might fit in the world. Beyond that, it's largely a matter of deciding on a concept for the character and fleshing him or her out from there. There will be mechanics which will be used for some aspects, such as what skills exist, how physical and mental characteristics are quantified, and so forth, but the most important part of the character is personality. Make your character a real person.

While you can come up with some ideas on your own to start with, it will be necessary to talk with me fairly early on in the process, so I can give you more information and generally be helpful.

The Setting and Game Contract

This is a fantasy game, set on a pseudo-medieval world: most places are feudal kingdoms, with knights and serfs. But while there are some small cities, and centres of culture, much of the land is wilderness. To some extent, these are the days of Alfred the Great: you can chop someone's head off and blame it on the Vikings. In not a few places, might makes right, and being a noble makes you automatically more right than being a peasant.

The Game Contract lays out some basic assumptions of play:

Assumptions and Genre Conventions

Ask questions! If you don't understand something, then ask. If it's something you the player do not understand or know, then just ask me straight out and I'll do my best to reduce the confusion. If it's something your character does not know, then have your character "ask", whether another player character, a non-player character, the world (by means of investigation or magic), or what have you. By asking questions you help to flesh out the world, and by taking an interest you make the whole game stronger.


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Email: jamie@artefact.org.nz
Document created: 20 December 1997
Document modified: 25 February 1997