Ouroboros --
Thanks for the clarification on Galicia. I started researching the area two nights ago, and realized my off-the-cuff description of the area was waaaay off the mark. Since the characters have only been walking along the coast, I'll just say it was an isolated strip of coast that is flat and grassy.... Once they head inland it will get into the "real" Galicia. I'm thinking the characters may encounter a celtiberian ruin. I hadn't thought of bringing some Diedne magic into it; good call. Maybe a hedge wizard.
Also -- what does "meiga" mean? Online it says it's a portuguese word for "sweet." I wonder if it's a typo, or something else? Thanks!
Fafnir --
I'm happy to provide more info on the mages.
One is a greek necromancer about 10 years out of gauntlet. He specializes in rego and mentem, and his spells all relate to talking with, controlling, and animating the dead / spirits. He carries a bag of bones that he animates when he needs a servant. He has a helpful ghost warder named Basil. He's nocturnal, and also has a problems during the daytime (cyclic magic). He's prudent, in general, but supernatural stuff perks up his curiousity. He's a Bonisagus.
The other is an Ex Misc Elemental magician from Provencial. His main influence is water, but he's starting to spread out into the other elemental arts. He's got weak parma and flawed parma, due to hedge upbringing. He is immune to drowning due to an early-life encounter with Merfolk. The player hasn't developed too much of his personality yet, but he is more daring, and therefore gets into more trouble. He's has a major wound due to the shipwreck.
The heavily wounded Hrool is an NPC with magic sensitivity and a knack for swordsplay.
At the end of the last session, the characters have decided to leave the fishing village they sheltered in, and head north to the covenant of Duresca, which was their original destination.
If they find the N/S Way of St. James, I'm thinking of an encounter with a holy pilgrim. This saga hasn't had a lot of Divine realm stuff, so I was thinking of a way to bring that in here. Since the Necromancer has killed with his magic, perhaps the pilgrim encourages him to do a true pilgrimage. Or perhaps the Hedge magician is encouraged to leave behind his heathen ways in return for the True Power of God.
Also kicking around the idea of having one of the fisherman tell them of the "hawk witch" who lives in the mountains. She's a hedge wizard of the Diedne tradition who is gifted with animals, and can heal the Hrool before his broken leg develops into a permanent limp. She could be pretty old, and know about some of the rumors of Duresca's past,and/or the history of the Diedne in these parts. Or perhaps it's a loner wizard of the order, an Animal specialist or Bjornaer. Again, can give some history of the Iberian Order from the perspective of someone who distrusts the current politics.
In general, I see the first part of the adventure to be about pure Survival. Then some roleplaying with an interesting encounter, then on to Duresca, where they players are going to get involved in some of the politics of the Order.