Stolen Destiny: Of Storms and Magi (HP/Ars Magica)

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Stolen Destiny: Of Storms and Magi
a Harry potter quest
based on the world of Ars Magica

The...
Prologue
Location
Lithuania
Stolen Destiny: Of Storms and Magi
a Harry potter quest
based on the world of Ars Magica

The Rules
Character Sheet


Prologue

In the days of the Angevin Empire, when miracles were true and lions roamed in the forests undisturbed, there lived a boy with the double-edged gift for magic. He was raised by a simple potter family near Guildford, Surrey, and known by everyone to be a source for headache and troubles from the youngest age, his magical heritage unknown and unrevealed for a long time.

The potter family named him Henry, but no one called him anything else but Harry, as was always done. When asked about their child, the potters would deny any direct relation, the wife retelling a story of how little Harry was once found during a fierce storm, hidden under a bush in the Pilgrim's Way.

A newborn child, found in the woods, dressed in silks and purple? People would ask, and laugh in disbelief. Named him Harry, did you, after our good king's father? Right out of a story, is he?

Even meant in jest, the questions carried a glimmer of truth. Little Harry was found alone, wrapped in red and gold cloth of unknown make, with an image of a lion sewn into the material. His forehead carried a weird scar, marked with the lightning of the storm. What's more, there was a piece of folded parchment, sealed with a drop of wax and written over in indecipherable scripture.

At the time, the little mystery had been brought to attention of the Chertsey Abbot. The holy man, after having examined all the evidence had found nothing truly suspicious. He agreed to baptize the child and sanctify the mysterious items, holding onto the letter for safekeeping, but leaving the cloth for the potter family.

This decision sprouted some rumors of little Harry having been cast out as an unneeded lordling claimant - a twin to some duke's firstborn, or somesuch. The rumors never found any base to stand, even when the Abbot had promised to look into the matter personally. In the end, neither word nor whisper would be found to explain how exactly the child came to be left alone, by the Pilgrim's Way.

Years passed, and the child grew up, slowly, but surely, as his mysterious origin all but faded from the memories of the locals.

That child is You. His story is yours.

Early childhood and Family

An adoptive child of the local potter (James), you grew up in a small, close-knit family with an older brother (Thomas) and two sisters - one younger (Cecily) and one older (Avice). Your adoptive mother (Lily), has made it her business to have you grow into a proper young man, and she has poured countess effort to make sure her lessons stayed with you.

The local village was small, yet homey, located between Chertsey Abbey and Guildford, close to Pilgrim's Way. Cattle and crops were plenty, and as any other local child, you were expected to participate in the yearly work - mostly looking after animals and helping with small household chores.

Your father, James, an athletic man and something of a local celebrity, makes his living by selling quality pottery - clay pots, cups, bowls and sometimes bricks for construction. His wares are not for the village only - for every once in a while, a new trader arrives, looking to stock up on pottery. More often than not, a member of Blackwell traders family, the trader stays for a day or two, selling all manner of nicknacks for the other villagers, while your father would ready the main order.

James has always hoped to have both his sons carry on the trade, like he had learned from his grandfather. To that end both you and Thomas have spent a few winters learning the craft, even if Thomas seems to have a better calling for it.

Like nearly all children, you grew up content, fit and healthy, but for one glaring problem.

Your sight is worse than what most people have - and even while it occasionally gives you trouble in your daily life, you have learned to live with it. Squinting and bringing things closer to your eyes to get a better look has become a habit for you, as the years passed along.

Nonetheless, this... deficiency, has brought you some ire from the local children. Calling names and playing harsh games, it took a few long years to bring to a close. That was because...

Choose one of the options:
[X] child's charm - You have convinced the children to stop. Appealing to the fun times you had with them during these years, never taking the insults to heart, and making new friends slowly but surely stopped the insults forever. (+10xp to Charm)
[ ] child's brawl - You have proven a hard-headed adversary, and after a few tussles with other children, they decided it was entirely too much effort to keep up with the insults, landing you into rocky new friendships and a few friendly rivalries. (+10xp to Brawl)
[ ] child's stealth - You learned to stay away from the few troublemakers, keeping company to your family and but a select few of the more polite children. The insults have declined - many have lost interest, and others were taught better by their parents. (+10xp to Stealth)
[ ] child's intrigue - You have found things that others value, and brokered deals and played favours. It might have all been a childish game of sorts, but you have achieved a desired result in the end. (+10xp to Intrigue)

Steps to a better Future

There was supposed to be little choice in your future, helping to carry on with the family business, but you never seemed to have an exactly sort of gift that your brother and father shared between themselves. After countless attempts, you managed to stop getting in the way of their work, assisting to the best of your ability.
With time, you could have improved enough to become a passable craftsman, but life found a way to offer a different kind of path.

Your oldest sister got married into a merchant family when you were five. While it is a rare occasion for her to visit your village, or for your whole family to make a trip to Guildford, you made an impression on her husband with your sensible approach to the matters of money.

You suspect it happened when you were seven, temporary looking after father's wares in the Guildford market - not a rare occurrence in your life - when your sister's husband happened to chance upon your cart, keeping you company for a good hour.

Perhaps the man wanted to to play a harmless joke on you, but his merriment turned to surprise when you answered all the questions he had about the goods - and even served two customers with his supervision.

After such a show, it has been suggested in passing, that you could try and make your fate as one of the merchants, god willing.

That very same year, your family gained another suggestion - someone in the Abbey had dug out your old letter - a mark in some record or the other, and they have extended an offer to become a helper in the Chertsey Abbey.

Mind, it was not an offer to join the monastery permanently - which it could become, in time - but rather a chance to learn about the world, becoming one of the literate few. With your sight troubling you at long distances, you have no doubt that it would prove just enough to learn a scribe's trade.

Maybe you could even learn a bit about the world in the process - as the clergy remain very nearly the singular source for education, this is seemingly your only chance to join the world of academia.

Choose one of the options:
[ ] merchant's apprentice in Guildford
- Accept the offer of Charles Blackwell, and tie your future with your older sister's family. (30-40xp to trade-oriented abilities)
[X] apprentice scribe at the abbey - Accept the offer of Abbot Robert, and dedicate your life to academia. (35 xp to academia-oriented abilities)
[ ] Harry, the apprentice potter - Remain focused on a local life, learning your father James' trade. After all, what isn't possible with a little determination? (45xp only to Craft(Potter))


A Touch of Magic

Your first meeting with magic was an event which opened your eyes, figuratively speaking. The world, previously defined by the boundaries of the most mundane of all mundane villages, became something unrecognisable, something mysterious.

It was as if something clicked inside your very soul - like this sense of wonder and magical was what you were born for. At the same time, it was a tragedy that shook the foundations of your family.

It happened just before the All Saints' Day, on the 31st of October, at nine years of age. That morning, you were...

Choose one of the options. More details will be added only after the choice is made, and all choices are equally wrong here.
[X] ...watching over your youngest sister, Cecily.
[ ] ...helping your mother, Lily, with her daily chores.
[ ] ...spending time with your older brother, Thomas.
[ ] ...working for your chosen apprenticeship.
(depends on previous choice - James, Robert or Charles)

For seven nights afterwards, you kept having heavy dreams, each time returning to the very same one.

More of a vision, than a dream, it would still haunt you like a proper nightmare.

A green light would flash, and a shrill voice laughing would be followed by a woman's scream.

There would be no explanations, no clear details - no anything.

You would wake up, sweating, panicked - and there, before your eyes a green wisp of smoke would hover, glowing dimly in the dark.

On touch, or left alone for a while, it would crystallize to a dark green stone the size of your nail, and fall to your grip. Cool too the touch, light as a piece of burned clay, a strange creation from the depths your nightmare.

Each year after that, beginning from October the 31st, you would have seven nights of hard sleep, and end up with seven identical stones, formed from thin wisps of smoke.

What did you do with them?

You may choose once or twice for two years up to your 11th birthday. A single choice here is will count choosing the same option twice in a row. More details will be added only after the choice is made, and all choices are equally wrong here:
[ ] throw them all away
[ ] bring them to the Church
[ ] sell them
[X] keep them hidden
[ ] write in


Today

It is the summer of year 1215, and King John is struggling to keep the barons under control after refusing to accept and abide the Magna Charta. The rebellion is on the horizon, and the rumours are running rampant. The negotiations between King John and the barons are ongoing, but they are a token effort. Soon, the realm might be aflame in a coming conflict.

If that weren't enough, people whisper of Prince Louis, the Lion of France looking at the Isles for his own gain.

Your father, as the able man of your household, might get called to arms if war truly breaks out, meaning it would fall to Thomas to keep the potter's craft going and the customers happy.

On one early August morning, roughly a week before your eleventh birthday (the day you celebrate it falls real close to Cecily's, but no one knows your true birth date) with the family, your household gets an unexpected visitor.

This large man, larger than you have ever seen in your life, easily towering over everyone by at least a head, wearing dusty clothes and an unfamiliar red cap on top of his unruly hair is first seen in the village, asking about the local potter.

Soon, it becomes clear, that the strange man with an even stranger foreign name of Rubeus Mercere, isn't looking for James. Instead, the search is for none other but Harry, the potter's boy. You.


Fill the choices about your past, and I'll give an update with new ones.
 
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The Rules
The Rules
Intro

This isn't your usual quest, since I'll be using the full rules* of Ars Magica, 5th edition. For those of you who haven't heard of it, this is one of the many pen and paper RPG systems. Ars Magica is one of the classical systems, and, sadly is a bit number heavy, while at the same time has a very interesting basis for all of its magic theory.

Fear not the unknown, this is an exercise for me, trying to better learn the relatively new system, and you won't have to learn anything, if you so desire. Meaning I will keep the system itself on the background but for a few vital things.

In fact, the less people know, the easier it will be for me.

Keep it in your mind that while I have been a game master for more than ten years, Quests are a relatively new format for me, so I'll have to learn along the ride.

I'll pop in to answer questions and the like fairly regularly, but the major updates should fall closer to weekends. The stories will not get as elaborate, nor as much edited as my usual fiction, but I'll try to keep at least an average quality.

*With the QM's fiat, of course.
On historical and canonical accuracy

I am following a canon Harry Potter verse. Make of that what you will.

As for the historical accuracy - I am not a historian, and most of my research into the period comes from wikipedia. Mistakes will be made, but I'll be reading up on it. If I make a huge mistake, you are free to call me out on it. I won't be changing things just to keep it accurate, though.

Ars Magica canon - I have a book or two that deal with Britain and France, but these are earlier editions than the base rulebook. I will also be reading up on the house that Harry might or might not choose later in the game. My magi might prove different from the ones described in these source books, as I need it to be so for plot reasons.

I also have accepted certain things from my own playgroup, as reasonable house rules, and with majority of these having been there for a while, I might treat them as canon even without thinking about it. One such examples is vis exchange, loosely based on an earlier edition fan article.

In conclusion, all three source materials will be used, but not adhered to as strict laws - changes will happen, people will die or live. Your choices will shape the world.

You are welcome to discuss all three and make choices based on the knowledge you think you have and Harry doesn't. Results of such an approach will vary wildly. I'll try to reward choices that are based on only on the information Harry was given, and the opposite.
Voting

I'd prefer votes lumped to plans, but failing that, I'll try to figure out the tool and count it properly whatever you choose. Or I'll just get Van Ropen to tally like all the cool kids do, as Rep has helpfully suggested I should do.

Keep in mind that some choices taken during the game might fill in the blanks from the past, in some ways adding details that you couldn't have foreseen when making a choice. It's a feature, not a bug.
Dice and Rolling

Ars Magica is unique in that it uses an exploding d10 die with a couple twists, called a Stress Die.



It all might sound complicated, but it's quite simple when you get the hang of it.

The dice can be explained in the start post, but to give it a try myself. Each roll is 0-9, the A represents it's using the Ars Magica system, and the latter number determine how many botch dice you roll. A botch occurs when you roll a 0, then you roll the amount of dice (in your example 3) and you roll a zero on those. Obviously the higher the number the greater the chance of a successful botch, and this is equivalent to the usual critical fails on other quests. If you don't roll a zero on a botch dice then for the purposes of the DC it just acts as a zero. Unless the DC is low and/or your characters bonuses are high, this still usually means a failure but a less extreme one.

There is a second mechanic for if you roll a 1 on the dice. When you do so the following roll after that is doubled. An example being I roll a 1 and after that roll a 5, this would then mean I get a 10 on the roll. You can also roll a 1, roll a 1 again, and then roll a 5 and the resulting dice would be 20.

A1+1 Breakdown
DC9

Solved using the easiest method - tree.

First roll possible outcomes:
0 1 2 3 4 5 6 7 8 9 or (result +1)
0- 1+ 3 4 5 6 7 8 9 10
Positive outcomes - 9 10
Negative outcomes - 3 4 5 6 7 8
Potentially positive or negative - 1+
Potentially negative or botch - 0-
+20% positive, +60% negative. 20% yet to be examined.
ON rolling 1 (10%):
Second roll possible outcomes:
0 1 2 3 4 5 6 7 8 9 or (result x 2 +1)
21 1+ 5 7 9 11 13 15 17 19
Positive outcomes - 21 9 11 13 15 17 19
Negative outcomes - 4 6
+2% negative, +7% positive, 1% yet to be examined.
ON rolling second 1 (1%):
Third roll possible outcomes:
0 1 2 3 4 5 6 7 8 9 or (result x 4 +1)
41 1+ 9 13 17 21 25 29 33 37
Positive outcomes 41 9 13 17 21 25 29 33 37
No negative outcomes.
Rolling 1 again can only get better outcome than 9. (Verify yourselves)
(result x 8 +1)
+1% positive.
ON rolling 0 (10%)
Second roll possible outcomes
0 1 2 3 4 5 6 7 8 9 or (result x 0 +1)
0- 1 1 1 1 1 1 1 1 1
Negative outcomes - 1 1 1 1 1 1 1 1 1
Botch - 0-
Negative +9%, Botch +1%
Total:
28% Positive.
71% Negative
1% Botch

For rolls we will make use of the newly implemented rolz.org functionality for Ars Magica Stress die (#1A0 - for example)*. I asked about how to cheat the existing system to get the roll I want, but the response I got was nothing like I expected, ending up with Stress Die mechanic added to the rolz system.

Use of the https://rolz.org/dr?room=StolenDestiny room.
I'll try to keep it open while at work, if there are any quick questions, especially about the rules or the rolls to be made, but don't expect me to be there all the time.

After rolls are made, there will be a short window to use Confidence to either reroll or get a +3 to the result of unsuccessful rolls..

Confidence will be rare - hold on to what you have or waste it away.

I'll usually post the DC needed for success, but not always.

*How to read the various #1A3+5 and #1A5+3 and understand the difference in rolz.org:
  1. the number before A is useless. It can be 1 or there can be nothing, it changes nothing. Higher numbers than 1 do nothing. Just tested it and I was adding that 1 needlessly.
  2. So, #A3+5 == #1A3+5
  3. the letter A means simply "Ars Magica stress die"
  4. the number following A is the number of botch dice. The higher it is, the riskier the action is, and the worse the failure might get. If the roll is not 0, the number of botch dice mean nothing.
  5. +x is simply a bonus, applied after the result of the roll is know.
So, #A3+5 is a stress die with 3 botch die if the test fails, with a +5 for the total result, and #A5+3 is a stress die with 5 botch die and a +3 for the total result.


Understanding the Character Sheet

You do not need to know the finer points, and the basic things are thus:

Notation is usually Name Nr [xp], where Nr is the rating of the named thing, and xp is the experience that it collected. I since moved most of the things into more convenient tables.

A lot of things in Ars Magica collect experience, and do so separately - there is no main experience pool to speak off - everything gets assigned to something. Even some of the bad traits increase with the very same principle of gathering xp.

Confidence - a number of confidence points, each can be burned to give a reroll or a +3 to a roll. I will not allow re-rolls on Botched spells, but regular Botches can be avoided this way.

Warping Points - how touched and changed you are by the local magic. More is worse. 0 is good, but nearly impossible to hold on to.

Characteristics - describe your general shape and add to Ability rolls. They do not collect xp, but could be raised or lowered by game choices. 0 is the average for the population, and these can range from -5 to +5, but anything beyond 3 is on the verge of supernatural.

Merits and Flaws - they bring their own mechanics to the equation, but all known Merits and Flaws will have a comment explaining their effects.

Abilities - these are the skills of other system's. Things you know and have learned. Here, the notation includes specialization in [] brackets. For the purposes of rolls involving the specialization, the rating of the Ability is one higher. For example, if Harry has Bargaining [Selling] 2, he would add +2 to the rolls to haggle down the price, but +3 when having to sell something he owns.

Arts - refer to the magic section, which was moved right under the character sheet and dramatis personae. Short version - there are five techniques and ten forms. Combine a technique and a form and magic happens.
FAQ

Think I forgot something important? Ask, and if I think it important, I'll copy it here.

Q: Where is an update to your story X?
A: Keep the thread on topic, alright? Nothing is abandoned until I say it is.



Make use of the https://rolz.org/dr?room=StolenDestiny room.

I'll try to keep it open, if there are any quick questions, especially about the rules, but don't expect me to be there all the time. Since the room keeps a log, you're free to ask when I'm not around, as well.
 
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Character Sheet, Dramatis Personae and known Lore
Characters and Lore
1215, Autumn

Character Sheet
Harry

Given Name: Henry
Secret Name: ? ? ?
Also Known As: Harry, the potter boy
Age: 11
Confidence, Health and Warping Points

Confidence 4
Wounds - -
Fatigue - -
Warping   [3]
Characteristics

Intelligence 1
Perception -1
Strength -0
Stamina 1
Presence 1
Communication 1
Dexterity 1
Quickness 2
Merits and Flaws


MERITS Info
Gentle Gift Gift is a term of being able to use magic. The gentle part means that Harry doesn't suffer from the bad effects of the Gift as mundanes do not notice anything odd or different about him and treat him the same as he would have been one of the mundane himself.
Personal Vis Source (Perdo) 7 pawns of Perdo vis each year - physical shape - a light green stone by the size of a fingernail. One every night for seven nights from October 31st.
Minor Magical Focus (Lightning) This type of magic comes easier, since the first day you learned of your abilities - ever since you lived through a lightning strike. Doubles lowest applicable art when dealing with Lightning in all of its forms.
Strong Willed Resisting the Fae is hard - but you seem to have an edge for all things willpower related. Some might call it stubbornness, but it's a healthy amount of it. Gives a +3 for all rolls willpower related and resisting mind effects.
??? -
??? -
??? -
??? -
FLAWS Info
Poor Eyesight Your bad eyesight could be corrected with glasses, but glasses as such will be invented only in ~60 years. Reading Stones exist, though. Confers a -3 penalty for things involving most rolls with sight.
Story (Storms of the Past) Haha, no.
Story (Marked By Lightning) Hehe, nope.
??? -
??? -
Personality ("Inconsistent decision making process") I am still debating this - but the participation of many players might not allow Harry to keep a consistent enough personality, leading me to choose this token flaw. If it were an Ars Magica game with each player getting a single character, such a character would usually have a chosen personality trait or two. Here, you won't get one. Instead, you get to vote for Harry's choices - and his personality will depend on them.
Abilities


Ability Specialization Value Experience
Animal Handling Hogs 1 5
Area Lore (Surrey) Roads 1 5
Artes Liberales ??? 2 15
Awareness Alertness 1 5
Bargain Selling 2 20
Brawl Dodge 1 5
Charm Villagers 2 15
Craft (Pottery) Bowls 2 15
Etiquette Clergy 1 5
Faerie Lore Malicious Fae 1 11
Folk-Ken Villagers 1 5
Guile City dwellers 1 5
Intrigue Tracing the sources 1 5
Native Language (English) Villagers 5 -75-
Magic Theory ??? 1 5
Dead Language (Latin) Writing 3 33
Language(CypherEnglish) Listening 1 8
Profession(Scribe) Calligraphy 1 5
Stealth Sneaking 1 5
Survival Woodlands 1 5
Stonehenge Tribunal Lore Notable Magi 1 10
Swim Diving 1 5
ARTS


Techniques Value Experience
Creo - [0]
Intellego - [0]
Muto - [0]
Perdo - [0]
Rego - [0]
Forms Value Experience
Animal - [0]
Aquam - [0]
Auram - [0]
Corpus - [0]
Herbam - [0]
Ignem - [0]
Imaginem - [0]
Mentem - [0]
Terram - [0]
Vim - [0]
Inventory

  • Gold and red, long, phoenix tail feathers. Two. (Unknown vis type if any at all) half-hidden.
  • Three magpie feathers. Black. (Yours?) One is broken in half.
  • A strange letter:
    • wrapping parchment
    • main parchment - a letter from Albus Dumbledore, to someone who might have been your aunt, in a cypher
    • three paper pages - for some yet unknown 'legal' purpose.
    • one empty, enchanted paper page - rough value is 8 pawns of Vim Vis
  • The soft cloth with a lion painted on. Red and gold.
  • Booklet containing William's correspondence and notes on the strange letter.
  • Many, extensive notes from the years of learning in the Abbey - on Latin and Artes Liberales both.
VIS
  • Red and gold, short, phoenix feather. 1 pawn of Ignem
  • Green stones. 11 pawns of Perdo vis. Personal vis, each is an arcane connection to you. Half-hidden.
  • Six small pieces of amber in a small linen sack. 6 pawns of Auram. Half-Hidden.
Legal

Since I'm lazy to type things out differently, these will be copied from the text. These will be about deals, contracts and documents that you have signed/promised to obey.
Mother's Healing Contract

You agree to pay 12 pawns of Vim Vis equivalent - following the official rate on Vim exchange, valid in the Stonehenge Tribunal on the year of returning the debt. You can return it in three parts, each time paying Vis, equivalent to 4 pawns of Vim Vis. You can return them at any time, but no later than your 70th birthday.

Instead of paying in Vis, there is an option of providing services and work in seasons spent for work that Rubeus asks for. You will always be able to decline his request, and the debt does not change if you do.

Until your 30th birthday, a season spent counts as returning 4 pawns of vim vis.
Between 30 and 45 years old, a season spent counts as 8 pawns of vim vis.
After 45, a season spent counts as 12 pawns of vim vis.

In turn, Rubeus promises to have your mother healed of the disease and the use of her arm returned to her, before the fall season ends.

Apprentice Contract

The Magus contract, in retrospective, is a lot more lax and beneficial. It has the Order of Hermes paying to get you as an apprentice - which is highly unusual, to say the least. Fifteen shillings for a staggering fifteen years of apprenticeship (the longest apprenticeship term you've heard off so far is eleven years long) is a small fortune, what's more, it's paid up front. The downside is that if your father decides to break the contract he'd have to return the whole sum - which is difficult to keep for fifteen years. Otherwise, the deals seem fair, if there are little to no mentions of magic - instead, there is a heavy focus on academia. You suspect it is on purpose, obscuring the real purpose of the Order.

There is a clause about a Magus who would take you on apprenticeship inheriting the contract from the Order - and everything else seems to simply legalese - making it into a difficult reading material.

One thing that gladdens you is that there's a point about paying off any other contracts that could impede with the Magus apprenticeship. All in all - an incredibly generous deal for your family.

Agnes' Debt

Agnes promises to return you the equivalent of two pawns of Vim Vis as soon as she is able to.

There is no paperwork of any kind to prove the deal exists, yet Rubeus of House Mercere stands as witness to your verbal agreement.

She gave you six pawns of Auram, on the very same season the debt was established.




Dramatis Personae
Family

James Your adoptive father, a master potter, living near Guildford. Athletic, and popular, he brings in the money keeping the family well taken care off. Lily's recent sickness remains a strain on his income, but it's nothing he cannot manage yet. Carries his hair short and dark.
Lily Your adoptive mother, sickly, of soft features and complexion. Auburn haired, and once a woman of beauty, she has been run down by her recent sickness, even losing the ability to use her right arm.
Avice The oldest child of Lily and James, married into the Blackwell merchant family, lives in Guildford. Hardly ever visits, especially since Lily's disease has worsened. Everyone suspects she's afraid to see how bad her mother looks. Dark haired, like James.
Thomas Your older brother, gifted at pottery, if never truly content with what he has. Lean and competitive, he's growing to become even more popular than your father. Even though most of Lily's chores had fallen onto him, he's not at all complaining - which is a tad bit uncharacteristic for him. He looks nearly like James, but for lilly's eyes and lighter hair.
Cecily Your youngest sister, a lively, auburn haired child. Even after getting injured by the malicious fae, she hasn't lost her cheer. The scar that starts on her neck and goes right up to her left shoulder is barely visible under her choice of clothes. Recently, she has been nagging you to heal your mother, but you have no idea how.
??? -
??? -
Guildford

Charles Blackwell Husband of Avice, and a famous trader in Guildford. As far as you know, he still buys pottery from your father, paying a fair price for his wares.
Sirion Blackwell Cousin (?) to Charles, usually deals with business away from Guildford. Perhaps the most well-travelled man of the extended Blackwell family.
Villagers

Granny Older than anyone in the village, the woman takes care of herbal remedies, and tells stories for the children, otherwise making ends meet from the goodness and gratitude of local people, as she is too weak to do any other work.
??? -
Abbey

Abbot Robert Thin as a stick, a non-mitred abbot, he leads the Chertsey Abbey. A busy man, often seen in correspondence to other Abbeys or local rulers, he's made sure that the Chertsey Abbey prospers, with some dependent holdings as far as outside of Surrey area.
Brother Ralph A brother at the abbey, learned in medicine, he works hard to keep the faithful in good health, sometimes at expense of his own restfulness. Likely to become the next abbot.
??? -
Winchester

Agnes A potential new apprentice, slightly younger than you. It's hard to think about anything else but be suspicious when she is near. Round face, short, yellowish brown hair.A petty thief from the young age.
Simon Local horse trader. Has ties with House Mercere. Holds the Mercere in high regard as valuable customers.
Hugh The local cobbler
Walter Sells quality baked goods, mostly on the sweet end of the spectrum.
Travel with Merchants

Henry Your namesake, a lean, muscular man in charge of keeping order within the trade caravan. He's to remain as a guard and chaperone up to Portsmouth, and then will travel in a ship until your landing at Wales
Old Tom Old man, acquaintance of Rubeus. Currently your waggoner until Portsmouth. Slightly bitter. Tries to be friendly. Embelishes his past.
Kerrich Merchant. From around Winchester. One of the few main merchants of the caravan.
Sirion Blackwell Merchant. From around Guildford. One of the few main merchants of the caravan.
Seysild Merchant. From somewhere in Wales. One of the few main merchants of the caravan.
The Order of Hermes

Rubeus of Mercere Wearing a red cap, larger than most men.
Bonisagus The founder of the Order of Hermes. See The Hermetic Oath in the Lore section, below.
Gerfallon of Criamon The leader of Semitae covenant. Has a reputation of an eccentric magus, with strange decisions on the course of his covenant, both literal and figurative, as Semitae is, perhaps, a single mobile covenant in the whole Tribunal.
Vanasalus of Criamon Young maga, she's a member of Semitae covenant.
Junius of Verditius Experenced magus, he's a member of Semitae covenant. Manufactures magical trinkets. Prime of his life.
Julia of Jerbiton The political leader of Voluntas, active opposition of the Blackthorn in the Tribunal gatherings.
Desiderius of Verditius Experenced magus, he's a member of Voluntas. Secular. Necromancer?
Phessallia of Merinita Experenced maga, she's a member of Voluntas. Roams the country outside of covenant. Deals with winter and cold fae. Has a bad reputation.
Kirist of Flambeau Young, stereotipical Flambeu magus, he's a member of Voluntas. Specialist in all matters fire.
Corvus of Bjornaer An acquaintance of Rubeus, can turn into a raven. Member of Voluntas. Intellego magic specialist.
Immanola of Ex Miscellanea The oldest Maga in the whole Tribunal. Current prima of House ex Miscellanea. Rumored to be something of a seeress. Resides in Cad Gadu.
Gharad of Ex Miscellanea Second oldest Maga in Cad Gadu. Old, half-blind. Part of Columbae tradition.
Gwrhyr of Ex Miscellanea, Part of Columbae tradition, former teacher and mentor of Culhwch. Old, experienced Magus from Cad Gadu.
Culhwch of Ex Miscellanea Member of Cad Gadu. Medium-aged, he's activelly looking for a Welsh apprentice. Part of Columbae tradition. More talented than Gwrhyr, his teacher, but hasn't reached the same heights yet.
Findabair of Ex Miscellanea The youngest maga in Cad Gadu. Young and beautiful.
Pralix of Ex Miscellanea, filia Tytalus Technically still a member of Cad Gadu. Hasn't been seen a couple centuries. Was taught magic by Tytalus the Founder. Fought against Damhan-Allaidh, won. Most of her army were local Hedge wizards, and she formed Ex Miscellanea soon after.
Talion of Flambeau The second oldest Magus in the Tribunal. He's the praeco of the tribunal and the member of Blackthorn, the covenant that holds the majority of the political pull in the Tribunal.
Golias of Tytalus An odd Blackthorn Magus.
Cad Gadu, non Magi

Lewys Simple waggoner. Speaks Welsh and a drop of Latin. Religious
Branwen Woman keeping the mundane side of the covenant running. Greets visitors.
??? -
Voluntas, non Magi

Nameless Guardians In the underground labs of Desiderius, there are strange, human-like servants. Mostly motionless and unblinking, they resemble living persons, yet are of similar build and statue with each other. You haven't seen them talk or move yet.
??? -
??? -
Famous Figures


King John, the Lackland Current king of England, John Lackland. Has a young son, Henry. Trying, and failing to keep the realm stable after a lost war against King Philip.
Prince Louis, the Lion of France Earned the the epithet the Lion fighting against John, and especially in the battle of Roche-au-Moine
Peter des Roches Bishop of Winchester, an influential figure. Chief Justiciar.
Llywelyn ab Iorweth The de-facto ruler of most of Wales
Other

William A Scholar from Monkwearmouth–Jarrow Abbey, has left for Paris and it is uncertain when he would return to England. Before that, he's performed extensive research on the letter found with you.



Lore And Magic
LORE

The setting of Ars Magica is that of Mythic Europe. Meaning the lions actually are roaming the woods of holy roman empire, the electricity isn't flowing through water since conductivity is neither proven nor believed in and all manner of legends are true.

Demons, Fae and Angels exist same as all manner of Magical creatures. Chimerae, basiliscs and so on.

So far, Harry has not much knowledge, but when that changes, this section will expand.


Bargains

A common theme for all manner of creatures is that of a bargain, or a deal. Such deals, when made, must be carried out by both parties, else terrible consequences befall them. In the case of demons and fae these are very popular. The latter seem to be unable to renege on a deal, but can follow the agreements to their letter, not to their intent.

Fae or Faeries

You have only begun to understand the fae - and it seems that while most Fae are dangerous, the underlying wish of their existence is to feed on human emotion. You still do not fully understand it, but there seem to be rules that govern their behaviour - and even the truly vicious fae like to leave their victims alive (unless they have already made a name by killing), so the story about them would travel out.

Some of the fae are the gods long forgotten and are jealous for their loss of prestige.

It is never a good idea to consume food offered by fae, for the most part - any consumption of fae food in their territory makes it nearly impossible to leave without the fae say-so.

Covenant

Covenant is a place where a group of Magi live, learn and conduct their experiments. Every covenant is different from the other - and their rules might be lax or very restrictive. The amount of Magi living in the tribunal vary vildly, be it from three members of Semitae to eleven Magi of the Libellus covenant.

The Hermetic Oath

"I, Bonisagus, hereby swear my everlasting loyalty to the Order of Hermes and its members.

"I will not deprive nor attempt to deprive any member of the Order of his magical power. I will not slay nor attempt to slay any member of the Order, except in justly executed and formally declared Wizards' War. I hereby understand that Wizards' War is an open conflict between two magi who may slay each other without breaking this oath, and that should I be slain in a Wizards' War, no retribution shall fall on he who slays me.

"I will abide by the decisions made by fair vote at Tribunal. I will have one vote at Tribunal, and I will use it prudently. I will respect as equal the votes of all others at Tribunal.

"I will not endanger the Order through my actions. Nor will I interfere with the affairs of mundanes and thereby bring ruin on my sodales. I will not deal with devils, lest I imperil my soul and the souls of my sodales as well. I will not molest the faeries, lest their vengeance catch my sodales also.

"I will not use magic to scry upon members of the Order of Hermes, nor shall I use it to peer into their affairs.

"I will train apprentices who will swear to this Code, and should any of them turn against the Order and my sodales, I shall be the first to strike them down and bring them to justice. No apprentice of mine shall be called a magus until he first swears to uphold this Code.

"I shall further the knowledge of the Order and share with its members all that I find in my search for wisdom and power.

"I request that should I break this oath, I be cast out of the Order. If I am cast out of the Order, I ask my sodales to find me and slay me, that my life not continue in degradation and infamy.

"The enemies of the Order are my enemies. The friends of the Order are my friends. The allies of the Order are my allies. Let us work together as one and grow hale and strong.

"This oath I hereby swear on the third day of Pisces, in the nine hundred and fiftieth year of Aries. Woe to they who try to tempt me to break this oath, and woe to me if I succumb to the temptation."

The Stonehenge Tribunal

The Tribunal is composed of at least nine covenants, with Blackthorn quarreling with Voluntas over the political superiority in the Tribunal meetings.

Currently active covenants in the Tribunal, ordered by the suspected date of their founding, from the earliest to the newest:
Cad Gadu The oldest Maga of the tribunal lives in Cad Gadu - Immanola, the prima of Ex Miscellanea, but she isn't as famous or well respected as years ago - as far as Rubeus let's on. As far as you understand only Magi of Ex Miscellanea live in Cad Gadu - but it is not as populated as any other Domus Manus, even while Ex Miscellanea is one of the biggest houses in the Order of Hermes
Semitae Semitae is the smallest covenant, made up from three Magi, and it's unique in that it constantly remains on the move. Rubeus has been hoping to run into their tracks - or a representative - along the way to Winchester, but so far he's not seen any sign of them. Even while on his latest knowledge, Gerfallon of Criamon was recently interested in the local area, and has led the covenant on a course circling London from a large distance for the last two years.
Members: Gerfallion of Criamon, Vanasalus of Criamon, Junius of Verditius
Blackthorn A major covenant in the area is Blackthorn - in fact, but a month ago there was a tribunal held there - every seven years since the founding of the Stonehenge Tribunal. The Talion of Flambeau is the second oldest Magus in the tribunal and usually presides over all tribunals.
Ungulus A covenant of fading glory, with no influx of younger magi.
Voluntas Voluntas is a covenant in the counterbalance of Blackthorns political position, simply because it is one of the most active ones, and has a library that many are envious of. Julia of Jerbiton seems to be the driving force behind Voluntas - and she has been trying to move the tribunal's meeting place from Blackthorn to anywhere else with little effect.
Members: Julia of Jerbiton, Corvus of Bjornaer, Kirist of Flambeau, Phessallia of Merinita, Desiderius of Verditius
Burnham In the Far North, quarreling with the covenants of the Loch Leglean Tribunal
Schola Pythagoranis A rocky position in the middle of Oxford
Nigrasaxa In two conjured black towers joined by two bridges.
Libellus Largest covenant of eleven members
??? ???
Tribunal

A term that refers both to a physical boundaries of Magi influence, and the meeting of said Magi in the whole area. The Tribunal is called every seven years, and every covenant has to be confirmed by the tribunal to count as a part of the Tribunal and get an equal vote in all matters.

The tribunals in Stonehenge Tribunal are called a year later than in most other Tribunals, and the laws are laxer than they are in a lot of other places.
Vis

Raw magic, used as a type of currency in the Order of Hermes.

See section Vis, under Magic.


MAGIC


MAGIC IS REAL!!

Oh boy, there's just so much that could be told about the magic of Ars Magica, at the very least it could fill the ten to twenty pages it does in the core book, discounting the information on techniques and forms. It's the system of magic, based on how medieval people believed magic would look like, and to this day, it remains one of the few RPG systems that has been built with legitimate research of historical material. A few select books have sources written out.

Harry has only a slight ideas on how magic works, so far. I'll add to this section whenever he learns more.

Harry has managed a huge feat of accidental magic while under stress, but as of now he's limited a lot in what can be done. He hasn't chosen to practice his abilities for anything more than a few attempts.

The best he can manage now, with no experimentation nor any formal training is calling sparks to his fingertips on demand.

General Knowledge

Destroying things with magic, or creating temporary solutions is supposedly 'simple', and it is the permanency which requires application of raw magic, otherwise called vis. (Covered in Update III) See Vis, under Magic.

Different Magi research into different fields, and not all research upon achieving results is made public for everyone. (Implied in Update X)

There are spells which are forbidden to be taught to Apprentices, but are perfectly legal for full Magi. (Implied in Update X)

There is no singular correct Theory of Magic, although the the Bonisagus' Magical Theory that is taught in Order of Hermes seems to be rather all encompassing. (Mentioned in Update XII)

Arcane Connections

In many contexts, when referring to an arcane connection, a book or a magus might mean one of three things:
One - The distance classification of any spell's effect.
Two - The connection that exists between two objects or individuals.
Three - The item that is the source for the said connection.

For a more, read the first part of Update XII.

What can serve as an arcane connection? (third meaning)

A great many things.

A single hair, clothes you wore yesterday - nearly anything that relates to something else can become a sufficient connection to carry magic. A branch of a tree for a whole tree - a sapling for a local forest - the list is huge and near-inexhaustible. (Update XII)

There are more depths to the topic Harry isn't aware off yet. (Nauro)

Parma Magica


A name for a particular widespread spell (ritual?) in the Order.

Direct translation means just that - magical shield. Make of that what you will.

It's one of the best inventions of the Order's Founder (the Bonisagus) - having your Parma Magica active blocks the Gifts of others from messing with your head. Which, in a covenant, means that no one is ever affected by the adverse effects of the Gift.

It's forbidden to teach Parma Magica to anyone who hasn't yet been recognized as a Journeyman Magus nor is a member of the Order. (Update X)

An experience Magus can lend a part of his Parma Magica to a willing third party. (Update XVIII)

Spell Classification: Range

Bonisagus' theory teaches us that a spell must belong to one of the five categories, based on difficulty of casting a spell. They are, from the closest to the farest - personal, touch, voice, sight and arcane connection.

Personal - Spells that target the caster. Easiest to perform.
Touch - Spells that operate on touch.
Voice - Spells that target only sensed targets that could hear your incantation. (If you're hidden from the caster - the connection for voice doesn't really form.)
Sight - Spells that operate within the range of your vision.
Arcane Connection - The vastest category of them all - spells that work with any other type of connection. A single hair, clothes you wore yesterday, a signature, a letter you wrote - nearly anything becomes a sufficient connection to carry magic. The list is huge and near-inexhaustible.

Each category is precisely one Magnitude harder to perform than the other, provided all other effects of the spells are equal.

Spell Magnitude

Magnitude is a quantifiable increase in difficulty of a spell or the power required for a successful attempt at casting it. Usually both at the same time. Bonisagus' magic theory evaluates spells in magnitudes, meaning you can always compare the difficulty of two spells.

Limits of Magic

There are things Magic cannot do.

Lesser Limit of Arcane Connection - Hermetic magic cannot affect an unsensed target without an Arcane Connection.
Vis

Raw magic, used as a type of currency in the Order of Hermes.

There seems to be exchange rates between different types of Vis, as some are more valuable than others.

You suspect the baseline worth is judged by Vim type Vis (Vim means force in latin, but you're not yet exactly sure if that's the meaning you need).

Pawn of Vis is a term indicate a certain amount - and you suspect that a pawn of vis is the lowest amount that's still useful for a Magus. Yes, the same as a figure from chess.

Four pawns of Vim type Vis are roughly equivalent to a season of work performed by a Journeyman Magus fresh out of the Apprenticeship.

Exchange
Fifteen pawns of Corpus vis are about as much as twelve pawns of Vim vis.
Twelve pawns of Perdo vis are about as much as eight pawns of Vim vis.
Six pawns of Auram vis is about as much as two pawns of Vim vis.
Herbam vis is usually the cheapest of the lot.




That's it. Have at it.
 
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War mage?

[X] child's brawl
[X] apprentice scribe at the abbey
[X] ...working for your chosen apprenticeship.
[X] Write in: keep them hidden
-[X] while experimenting on them to see what they are capable of or what they are made of?
 
[X] child's intrigue - You have found things that others value, and brokered deals and played favours. It might have all been a childish game of sorts, but you have achieved a desired result in the end. (+10xp to Intrigue)

[X] apprentice scribe at the abbey - Accept the offer of Abbot Robert, and dedicate your life to academia. (35 xp to academia-oriented abilities)

[X] ...working for your chosen apprenticeship. (depends on previous choice - James, Robert or Charles)

[X] Write in: keep them hidden
-[X] while experimenting on them to see what they are capable of or what they are made of?
 
[X] child's intrigue - You have found things that others value, and brokered deals and played favours. It might have all been a childish game of sorts, but you have achieved a desired result in the end. (+10xp to Intrigue)
[X] apprentice scribe at the abbey - Accept the offer of Abbot Robert, and dedicate your life to academia. (35 xp to academia-oriented abilities)
[X] ...watching over your youngest sister, Cecily.
[X] keep them hidden

okay , first i will say that i don't know this setting but the impresion it gives is that is medieval and (mostly) historicaly accurate, and thus I'm a bit surprised that you are voting for us to discover magic while working in the abbey AKA The Church since ya know , witch burnings ?
also as much as i want to uncover the mystery of those stones shoudn't we leave arcane research for after we get actual magical know how ?
(and that would be counterproductive with actually keeping the stones hidden)
 
[X] child's charm - You have convinced the children to stop. Appealing to the fun times you had with them during these years, never taking the insults to heart, and making new friends slowly but surely stopped the insults forever. (+10xp to Charm)
[X] merchant's apprentice in Guildford - Accept the offer of Charles Blackwell, and tie your future with your older sister's family. (30-40xp to trade-oriented abilities)
[X] ...watching over your youngest sister, Cecily.
[X] keep them hidden
 
Great setup as always, Nauro. Having read your fics, I know a Quest run by you will be awesome.

[X] child's charm
[X] apprentice scribe at the abbey
[X] ...watching over your youngest sister, Cecily.
[X] keep them hidden
 
@Zaratustra
There's a large difference between the medieval inquisition (Episcopal Inquisition (1184-1230s) and later the Papal Inquisition (1230s) [Wiki]) which was aimed at heretical dogmas of christianity (Catharism), and the actual beginning of Witch Hunts, much later - "The earliest known witch trials in which the accused were associated with the fully developed stereotype of the demonic witch was in the Valais witch trials of 1428, which took place in communities of the Western Alps, in what was at the time Burgundy and Savoy." [Wiki]

Many courts employed astrologers and all manner of 'wizards' and while The Church frowned on the practices, the faith of the astrologer was more important than his profession. I'd say the practice became less popular by 14th century, but in reality it meant that court astrologers were less expected to give important divination and remedies, instead focusing on the stars and horoscopes.

This is the 1215, and you'd better believe that the king has an astrologer and/or a hedge wizard in his court. If he's lucky, the guy even knows a drop of real magic.

You'd better not be at a convenient distance after the King falls ill while trying out your suggested magical healing method, though.


For the record (to the few experimentation advocates) with no magical theory knowledge as of yet, it would count as a Lab Activity, even without a proper Lab, with a roll on extraordinary results chart. The chart is filled with some good and a few bad outcomes. There's a very high chance of getting an answer, and a low possibility of getting bad side effects with a similarly low chance of getting some extra benefits. That's already slightly more than I should have said, but since I forgot to add such an option myself... Make of that what you will.
 
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[X] child's brawl
[X] apprentice scribe at the abbey
[X] ...watching over your youngest sister, Cecily.
[X] keep them hidden
 
[X] child's charm
[X] apprentice scribe at the abbey
[X] ...watching over your youngest sister, Cecily.
[X] keep them hidden
[X] bring them to the Church
 
[X] child's charm
[X] apprentice scribe at the abbey
[X] ...watching over your youngest sister, Cecily.
[X] keep them hidden
 
[X] child's intrigue - You have found things that others value, and brokered deals and played favours. It might have all been a childish game of sorts, but you have achieved a desired result in the end. (+10xp to Intrigue)
[X] merchant's apprentice in Guildford - Accept the offer of Charles Blackwell, and tie your future with your older sister's family. (30-40xp to trade-oriented abilities)
[X] ...watching over your youngest sister, Cecily.
[X] keep them hidden
 
What gave you that idea?

Vote Tally : Stolen Destiny: Of Storms and Magi (HP/Ars Magica) | Sufficient Velocity
##### NetTally 1.0.5
[X] ...watching over your youngest sister, Cecily.
No. of Votes: 7
Zaratustra
Atri
Mishie
RepThe21st
Scia
veekie
Zippio

[X] keep them hidden
No. of Votes: 7
Zaratustra
Atri
Mishie
RepThe21st
Scia
veekie
Zippio

[X] apprentice scribe at the abbey
No. of Votes: 5

AZATHOTHoth
Mishie
RepThe21st
Scia
Zippio

[X] child's intrigue - You have found things that others value, and brokered deals and played favours. It might have all been a childish game of sorts, but you have achieved a desired result in the end. (+10xp to Intrigue)
No. of Votes: 3
JoshieWoshie
Atri
Zaratustra

[X] child's charm
No. of Votes: 3

RepThe21st
Mishie
Scia

[X] child's brawl
No. of Votes: 2

AZATHOTHoth
Zippio

[X] Write in: keep them hidden
-[X] while experimenting on them to see what they are capable of or what they are made of?
No. of Votes: 2
AZATHOTHoth
JoshieWoshie

[X] apprentice scribe at the abbey - Accept the offer of Abbot Robert, and dedicate your life to academia. (35 xp to academia-oriented abilities)
No. of Votes: 2
JoshieWoshie
Zaratustra

[X] merchant's apprentice in Guildford - Accept the offer of Charles Blackwell, and tie your future with your older sister's family. (30-40xp to trade-oriented abilities)
No. of Votes: 2
veekie
Atri

[X] ...working for your chosen apprenticeship.
No. of Votes: 1
AZATHOTHoth

[X] ...working for your chosen apprenticeship. (depends on previous choice - James, Robert or Charles)
No. of Votes: 1
JoshieWoshie

[X] child's charm - You have convinced the children to stop. Appealing to the fun times you had with them during these years, never taking the insults to heart, and making new friends slowly but surely stopped the insults forever. (+10xp to Charm)
No. of Votes: 1
veekie

[X] bring them to the Church
No. of Votes: 1
Scia

Gah, how you have to decypher stuff when the vote strings differ.
The two year choice possibility would have worked better with plans, but at least the majority is clear in this case, otherwise, it could have been messy.


Results - winning choices:

[X] child's charm
No. of Votes: 4

veekie, RepThe21st,Mishie,Scia

[X] apprentice scribe at the abbey
No. of Votes: 7

AZATHOTHoth,,Mishie,RepThe21st,Scia,Zippio, JoshieWoshie, Zaratustra

[X] ...watching over your youngest sister, Cecily.
No. of Votes: 7

Zaratustra, Atri,Mishie,RepThe21st,Scia,veekie,Zippio

[X] keep them hidden - single vote counts for both years
No. of Votes: 7
Zaratustra,Atri,Mishie,RepThe21st,Scia,veekie,Zippio


Does this look counted correctly?
(One of the few cases where the Tally program made the process longer rather than shorter, but I wanted to try it out)

I'll post the things you need to roll in a few minutes - since I'm already seeing the trend here.

You can try to get in few last second votes for intrigue (3) vs charm (4), which won't directly impact the rolls needed, and the voting will officially stop as I post what I want you to roll.

Jump to https://rolz.org/dr?room=StolenDestiny if you have questions, or if you want to roll as soon as I post a request for it.
 
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[X] child's charm
[X] apprentice scribe at the abbey
[X] ...watching over your youngest sister, Cecily.
[X] keep them hidden
 
Charm got a couple more votes, nothing changes otherwise, as far as I can tell.

Good.

Stop voting and start rolling on https://rolz.org/dr?room=StolenDestiny and speculating everywhere:

Etiquette + Presence roll for Abbey DC6
#1A1+3 #FirstAbbeyImpressions Success

Etiquette + Intelligence roll for Abbey DC9
#1A2+3 #AskingRightQuestions Success



???? + Stamina DC20
#1A3+15 #AccidentalMagic Success

???? + Stamina DC35
#1A15+15 #SaveCecily Failure

Herbal remedy for Lily, no confidence afterwards, since it's not Harry DC 20
#1A2+2 #LilyIsAlright Failure

If any one of the three previous rolls fails, roll two DC9 rolls:
#1A5+2 #ThomasReacts Success
#1A2+3 #AviceReacts Failure



Intelligence+Stealth DC3
#1A1+2 #GoodHidingPlace Success

Perception+Awareness DC5
#1A0+1 #LittleSnake Success

Equal is good enough, if I recall correctly.
 
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Forgot to ask - want to reroll or add a +3 to any of the rolls, except the one involving lily?

It would use up your single point of confidence, but...

A +3 would make AviceReacts roll succeed.
A +3 on SaveCecily would move the total over 25, which is a better effect that 24, but still not a full success (the dc was nearly impossible to beat, yes).

Have a short, small vote to that regard:
[X] Don't burn confidence.
[ ] Write in - use confidence on...

P.s.
@D King Hecht
I don't see why he wouldn't be.
 
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