Campaign Title: The Covenant Adrift
System: Ars Magic 5th Ed.
of Players: 4+, probably no more than 12 total and only 6 to begin with
Deadline: When you want all PC info to be in.
Starting Level: Magi will be predominantly freshly gauntleted, there is room for one more experienced mage
Advancement Rules: Standard seasonal
Combat Rules: This will be discussed, I am not committed to a single method
Dice-Rolling Rules: This will be troupe style, and may change by SG.
Special Rules: Using basic book, True Lineages, mystery cults,Societes, all realms of power, city and guild, arts and academe, ancient magic, apprentices, hedge magic,
Posting Rate: generally 3-4 times a week.
Absences:This is heavily dependent on where things are and what is going on- I expect to potentially be running multiple stories concurrently, additionally characters can advance outside of stories- generally speaking they will be written out of the current story and will advance seasonally when they return.
Writing Expectations: There should be enough to clearly communicate what teh character is doing, and a sense of the character themselves. Going above and beyond this is well so long as they do not speak for others (trying to specify NPC reactions for example).
Text Formatting: Color will define language, bold for regular speech (with quotes) italics for non-verbal communication
Plot- or Character-Driven: This will be largely character driven, with a few plot points either pre-determined or to be set by the troup.
Focus: Establishing and growing a covenant, from “seedling” (before spring) through winter.
Character Types: I want each initial player to submit 1 magus, 1 companion, and 2 grogs Magi should be freshly gauntleted, with possibly 1 exception. All houses are allowed, all should speak Greek as well as Latin (Greek does not have to be native, but if not there needs to be a backstory of why), Grogs should be maritime characters, companions at least make sense to be on the ship.
Campaign Description: The idea behind this game is to handle the actual founding of a covenant, starting from finding a location. The scenario is pretty simple- in the Theban council from an Autumn (some would say winter) covenant a boat was carrying freshly gauntleted mages to the tribunal for official recognition (game begins in 1222) an obviously unnatural storm blew the ship off course and now they are not clear where they are- they have 6 magi, companions, and the ships crew, and will need to found a new covenant. Each season a number of potential adventures will be proposed, either by SGs who have external events they want to start an adventure, or character driven where characters want to meet certain objectives. Additionally each character will need to describe (at least for companions and magi) what their non-adventure seasonal activities are.
I have a proposed ‘starting condition’ for the covenant:
Covenant of Inconvenience: 0 BP
Constantly moving (major hook)
No Aura (major hook)
Poverty (major hook)
Literate Covenfolk (minor boon)
Loyal Covenfolk (minor boon)