~yoink~
A new campaign has risen from the ashes of the old!
Please continue the conversations from Chapter 3ooc here.
Repost of my original campaign outline:
The game will be set in the Iberian Peninsula. Note that I haven't read any published source material for Iberia in ArM, so I'm not sure how much of this is canon setting, or familiar to you all. The ArM setting is a particularly fertile period of history for Iberia, in that it marks the beginning of the Reconquista movement. The battle of Las Navas de Tolosa in 1212 turns the tide and Christians start reclaiming the peninsula from the Almohad Empire -- who, incidentally, had been slowly creeping across the land for the entire history of the OoH. The Order of Hermes was split three ways on the matter, with one group not-so-secretly allied to the Christian movement, another appreciating the Islamic culture and wishing to protect it, and the third attempting to stay neutral. In this game, Las Navas de Tolosa was a nigh-mythic battle of supernatural powers, with demons, hermetic magi and Arab magicians slinging power around like nobody's business.
Nearly 100 years ago, a charismatic magi built something of a personality cult of magi dedicated to protecting and studying Islamic culture. Fifty years later, a love triangle became a schism, the chain of associated covenants broke apart, and through the political divisiveness that followed, the path to Reconquista was opened. A few years ago, it was revealed that the personality cult leader, along with his most loyal followers, were all demon-tainted. The effort to track them down and stop them led to the battle of Las Navas de Tolosa in 1212 AD.
Most of the pro-Islamic covenants are now tainted by suspicion of devil-worship. Both pro-Christian and pro-Islamic covenant memberships have been reduced to ash, and the careful balance of power in Iberia has been shattered, with the Christian alliance weakened but still more powerful. The sole surviving member of one covenant (ours) made a move out of political desperation -- an open call to magi, offering full membership in exchange for your voting sigil at the tribunal of 1214 AD. The other shattered covenants quickly mimicked the move.
Thus, an entire generation of young magi move into Iberia, for the offers made were appealing to any with a willingness to uproot themselves.
The battle was on July 16th, 1212 AD. The open calls for magi begin in Autumn, 1212.
What do you all think?
To combat my inexperience with the system, I'll want to heavily emphasize troupe-style play, with everyone taking a turn at the helm, running NPCs, grogs, and stories great or small. To help with this, and in contradiction to the current game, flaws which generate story options will be encouraged. Magi will have less than 5 years post-apprenticeship.
I was thinking that it'd be cool to have each player outline a companion concept, which other players pick up and run (for example, I would create Viscaria and specify that she has a traveling minstrel companion, which Fixer chooses to stat out and play). However, given the peculiarities of PbP, that may not be a good idea.