Campaign Title: Triamore
System: ArM5, we start in 1220
of Players: around 4-6 (I’ll ask for a forum as soon as 4 players show interest in the game)
Deadline: The sooner the better
Starting Level: Gauntlet + 1d10 seasons. Develop a character up to gauntlet. Then plan her first 10 seasons after gauntlet and then roll a d10 (0 counts as zero seasons) to see how many of these seasons pass before the game begins.
Use standard extremely detailed rules for post gauntlet development. Exceptions:
- no lab improvement or trading between characters is possible (you are assumed to be perigrinatores)
- only 1 warping point for characters who haven’t used a longevity ritual yet.
- Vis is not freely available at all.
- Adventuring is an option:
a) An adventure has a chance to produce a special animal to turn into a familiar – chances depend on animal handling/kind of gift/presence/applicable virtues
b) An adventure has a chance to produce vis (4pawns of form vis of the player’s choice/season) – if he manages to roll more 4 using a simple die. If the roll fails, no vis is gained because your adventure failed and you spend the three months licking your wounds.
Why a random number of post gauntlet seasons? Because this simulates that magi always have plans that are interrupted by stories. It also helps me to see which way you want your character to develop (which helps making adventures and rewards more attractive).
Advancement Rules: Between small adventures, characters will advance 1d10 seasons. Like above, with the difference that they get the chance of settling at Triamore and using its resources to build their own power base. Players that stay with the game will eventually get full access to the council and its coffers.
Combat Rules: I like combat, but I like to keep it simple.
Dice-Rolling Rules: invisible castle
Special Rules:
Most PeVi spells must have a duration greater than moment (e.g. Demon’s Eternal Oblivion).
I have about half of the books and only understand the core rules well. HoH and GotF Virtues are no problem, but you’ll have to ask for other virtues (and expect me to disallow more than half of them). I like my magi fairly standard. Don’t plague me with rare hedge wizards or complicated RoP powers.
I expect you to build a character that is designed beautifully: By that, I mean that I dislike characters that are just a collection of powerful virtues, flaws that do no harm and Str-3 to raise Sta. Don’t get me wrong: There is nothing wrong with playing a strong and focused concept (and yes, you can of course use your focus and similar virtues when choosing apprenticeship spells), but make sure you can explain how a virtue or flaw fits your overall concept.
Your starting spells are limited by your House and by the ones in the core book. You can learn one personally invented spell before gauntlet. Make sure it is a signature spell of your character. Parma starts at 1. Remember: Germans/the French do not usually understand Latin.
Posting Rate: The more the merrier. 1 per 48 hours maybe.
Absences: Stop posting for 96 hours without prior announcement and I’ll use your character as a redshirt when an opportunity presents itself. If you return before the character is ash, good for you, if you don’t, I’ll recruit a new player to make sure the game doesn’t suffer because of unreliable players.
Writing Expectations: Give your best (did you really expect me to say anything else?)
Text Formatting: Bold for direct speech. I hate colors.
Plot- or Character-Driven: I will use the 4th edition supplement Triamore as a quarry. Do read the chapters on Bois de Haillaut and Lucien's Folly if you have it, but do not read the chapter on politics or nearby sites. It helps create a setting to play in. Some of the content of the book will be changed (NPC adversaries, adventure sites), so you can’t rely on those details. This tale consists of several small chapters (maybe 2-3 months of real time), followed by some seasons of development, followed by another adventure, and another round of development, and so on. Some of those tales are part of my story arc, some are minor stories set around Triamore, and some are dictated by your characters’ backgrounds. Triamore’s interests are simply making the covenant more powerful. So expect them to tap into new resources, play around with the idea of a new tribunal, and fight those that stand between them and more power (using anything from words to fireballs).
Character Types: Hermetic magi. Don’t create companions at first. The first two players that create a finished magus I approve of are allowed to create a single grog or servant for their character.
How does it start? A letter invites you to study at Triamore. You accept and arrive there at the same time as the others (or a little earlier if finishing their characters takes a lot of time)