%%%%%%%%%%%%%%%% The Jordinian Mages %%%%%%%%%%%%%%%% * There exists a Legion of Mages in Jordan. Like Hermetic mages, they keep to themselves -- not from Gift manifestations, but to better (quietly) lead their improved lives. * Like the Aes Sedai, they have Ajahs Ajah Stereotype Closest Hermetic house White Experimentalists Verditious Grey Negotiators Jerbiton (sorta) Brown Research Bonisagus Red Jihads Flambeau Green Warfare Flambeau Blue Quests Tytalus (not really) Yellow Healers Bjornaer (that's a stretch) Black Satanists Diedne :) * No Tar Valon exists in terms of housing *all* of the Jordinian magi -- they are scattered all over Jordan. But instead of each Ajah having a Domus Magnus, the Ajahs are instead collected in the Stronghold of the Mages, the largest "covenant" of Jordinian mages. * The Koran makes no mention of mages. Therefore, the Arab clergy are split -- some think that mages are using demonic powers. Some think that they're all OK. Up until recently, there's been a quiet truce -- mages have not volunteered (much to the chagrin of the Reds) for any missions, but when asked, have gone. * When a battle situation arises, the Reds, Greens, and Blues are usually the ones who go, all with different viewpoints. The Reds are interested in waging holy war -- death to all infidels, etc. The Greens are not so concerned with the trappings of religion and all the inconveniences it brings. The Blues are not quite so concerned with confrontation but rather using art to wage war. * The Greys are spies, but also are used for keeping other Jordinians (and other Arabs) thinking favorably of the Legion. The Whites are consummate tinkerers, coming up with new things for the warring factions. The Browns also jockey for prestige via raw research. The Yellows, while not very prestigious, are nevertheless well respected, especially when the warring Ajahs return. * Sith, a major archdemon, is attempting to subvert the warring factions to carry the Jihad across Europe and destroy Western civilization. Right now, Sith's activities are concerned with establishing the Legion and letting them flourish. * Unfortunately, due to intense scrutiny by the Arabic clergy, Sith has not had much progress in subverting many of the Jordinian mages. Rather than take them over wholesale, Sith is concentrating on subverting a few highly-placed individuals (and their replacements, of course) and biding his time. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%% MECHANICS OF JORDINIAN MAGIC %%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Hermetic Number of Jordinian Arts arts required elements Creo -Techniques have no real equivalent in Jordinian magic- Intellego very limited Muto Perdo Rego Animal 2-4 Air, Water (Fire, Earth) Auram 1 Air Aquam 1 Water Corpus 3-5 Spirit, Air, Water (Fire, Earth) Herbam 2-3 Earth, Water (Fire) Ignem 1 Fire Imagonem 3-5 All 5 Mentem 3-5 Spirit (others) Teram 1 Earth Vim 5 All 5 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Advantages of Jordinian magic Disadvantages no words/gestures needed limited intellego no vis for permanence no vis for boosting *angreals no formulaic bonus antithetical central theories no flight excel at elements crap at non-elements no parma shielding shielding :) spirit battles no certamen targeting via wards difficulty targeting beyond Near %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Linking Women-only links (less than 13): Average the arts of the women; multiply by the follow factor: # women factor 1 1 2 2.5 3 4 4 6 5 8 6 10 7 12 8 14 9 16 10 18 11 20 12 22 13 24 * In a link of less than 12 women, if a man is included, he must be the leader. * In a maximum group of 72 channelers, one of the men must lead. * A man allows 26 women to be added to the link * a second allows 34 and so on. * The largest possible link is 72 people, with 6 men and 66 women joined. * the 4th through 6th men also only allow 8 women per man to be added %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Flows Women usually have 3. Men usually have 5. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Relative strengths Men are between 1.5x and 2x stronger than women (arts). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% *Angreals Angreals add +1 to +N to your arts total, where N is the total of your relevant arts. Sa'angreals add (at least) N on up. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Casting The casting total (N) = add the X relevant arts and subtract 5*(X-1). Fatigue levels become fatigue boxes -- each spell is a fatigue box. Simultaneous flows do not cause fatigue, nor does normal concentration (fatigue checks are necessary when stressful circumstances arise). Each flow is -1 to casting total. For 1 Art spells, the casting total is 2x the relevant art score. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Art stats For men: using 150 points, create scores in the 5 Arts. Typical beginning scores are (9,9,7,5,5) and (8,8,8,6,6). Women start with 83 points: (7,7,5,3,3) and (6,6,6,4,4) are common starting points. Arts go up through natural use. For each season (or story) spent using an Art, the Art goes up by 1 (max 1 art raise per season). Max stats are double your original scores. Since the ceiling of Arts is a natural limitation, arts cannot exceed double their starting score except through truly outrageously exceptional means.