The House of the Crescent Sun - on Kickstarter

Hell's advance is not proclaimed by clouds of brimstone and floods of blood. Evil creeps close with soft smiles, in respectable raiment and whispering honeyed lies. The darkness offers what you desire. The first murders are subtle, the initial corruptions hidden in the shadows. The brimstone and blood will come later. But they will come. Step by step evil advances, until at last nobility is sundered, the holy altars lie abandoned, and the virtuous cower in silence. Then the land will drown in blood. Unless you can stand against the evil.

I haven't published a focused campaign setting / campaign for Ars Magica since I wrote Mistridge for 3rd edition. But here we have a brand new Saga set at the edge of the Normandy Tribunal...

I've written The House of the Crescent Sun to be system agnostic, but the PCs are founding a new settlement (i.e. independent Covenant, or a Vassal Covenant) in order to claim and investigate two magical sites in a remote valley... so this is a classic new Saga start - although it also works as a spin-off from an existing Saga.

The players do a deal with the local count, start building (or rebuilding), but then uncover an insidious infernal conspiracy. And as the darkness engulfs the nearby city they must battle against the rising power of hell.

The House of the Crescent Sun balances set-piece adventures with a sandbox setting full of strategy an impactful choices. Each story gives the PCs chances to gain friends and enemies amongst their neighbours, and guidelines are included on down-time diplomacy between adventures - a custos could have plenty to do while the magi are studying each season! So when the forces of the infernal make their move then the characters' actions will determine how strong the darkness is, and who will stand with or against them.

Backers get: the main Campaign book; a Players' Guide booklet; system notes on running for Ars Magica (or 5e or Mythras), with stat blocks, new infernal powers, etc.; and digital handouts. The campaign book and players' book feature full-colour pages with all hand-drawn art, in a medieval illuminated manuscript style.

Skirmishes, assassinations, court politics, military strategy, thefts, diplomacy, sieges, and demonic conspiracies, in a campaign where choices matter and where demons are more insidious than any that the players have faced before.

It’s live on Kickstarter now - click this link.

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Mistridge is a great old book. Great to see you writing for Ars again!

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Thanks :slight_smile:

Mistridge was very much a “vanilla” introduction, building on information already in 2nd ed - so I can’t take too much credit (or blame) for it.

This one is in many ways simillar (a covenant near the end of an isolated valley…) but has a much more distinctive direction.

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And... 50% of the way to target in 24 hours :slight_smile:

So a big thank-you to those who have backed the project so far!

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Yesterday was a good day! The project is now fully funded.

First: Thank you!

Thank you to everyone who has backed us.

Thank you to the folks at Atlas Games for their support - Michelle Nephew, John Nephew, and David Chart.

And thank you to everyone who has Liked, Shared, Commented, or forwarded links to the project.

Second: onwards and upwards!

I'll be doing a video showing how the Political Tracker Tool works in the campaign, since we've hit that stretch goal.

And then let's see how far we can get through the other stretch goals! :smiley:

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We've been tinkering with ways to visualise loyalties and allegiances in Ars Magica Sagas.

As The House of the Crescent Sun has hit its Kickstarter target (yay!) and started ticking off stretch goals, this is a good time to explain this tracker, since doing a prettier version of the tool was one of the stretch goals that we've hit.

So, I've done a video that shows how the tracker works, with reference to the campaign arc of The House of the Crescent Sun - the actual tracker is still a nasty mockup in Miro - Marija needs to do an illustrated version for the Kickstarter backers - but it gets the idea across….

I've put it here: https://www.patreon.com/posts/138734670 (Turn audio on for the video - no subtitles. It is a Patreon link, but you shouldn't need a Patreon account to view it.)

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The House of the Crescent Sun has hit its "More Handouts" stretch goal (yay!), and we've started planning out the handouts. And surprisingly, we're suspecting that the single most useful handout we can provide might be a seating plan for a wedding. Why?!

Well, a medieval feast is an opportunity for social exporation - meeting people, picking up rumours, verbally sparring with rivals, discovering clues.... It's like exploring a wilderness. Where do you want to go? What are you going to do there?

And when we throw the PCs into a new geographical area, we might give them a map - a sketch with a general outline of the area, a bunch of intriguing details, visual clues, some areas blank for them to explore... For a feast we can do much the same thing - giving them a kind of map of the social space.

I’ve done a video here that shows how this works in practice: https://www.patreon.com/posts/139253952 (yes it’s a Patreon link - but no you don’t need to subscribe, it is public.)

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Four magical site legends (or are they all magical…? or faerie? or divine?) from The House of the Crescent Sun…

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Grandfather Oak

To the west of Belmont Castle lush woodlands spread into the rough foothills. The local peasants gather mushrooms and berries, nuts and herbs in great quantities, and the Lords of Belmont defend their peoples' rights to do so: the Count might claim that the forests are his, but successive generations of Barons of Belmont, the doughty de Thoires family, have insisted that their serfs and tenants have an established right to prosper from the forest without payment of levies or dues to the Count.

And amidst the deepest, lushest stretches of the woodlands, it is said, stands the Grandfather Oak.

Hundreds of years old, the oak is said to be the mightiest tree in the forest. Local tales say that it can think, and perhaps even speak. Some talk of wise women or cunning men, in previous generations, who would go into the forest to consult with Grandfather Oak.

Some are suspicious of these peasant stories. The tales sound reverential, and locals calling a tree "Our Grandfather" might sound suspiciously close to worship; concerned clergy in the city mutter that this is idolatry - heresy, or worse, blasphemy. The country priests shrug off such accusations, and their parishioners pay little heed.

The locals rarely speak to strangers about the Oak. There are no marked paths to it, and its exact location is rarely revealed to outsiders. But after dinner the cottagers between Belmont and the forest will all raise a toast to Our Grandfather Oak, in gratitude for the forest's bounty.

Lady Garsenda

Fifty years ago, the lord of Le Chable Castle died, leaving as his only heir one fifteen year old daughter, Garsenda. Many suitors came, courting the young heiress with a mix of lies and veiled threats. Besieged by would-be husbands who were greedy for her castle and lands, she sought escape.

A hermit led her to an island in a lake, where, he said, only those with pure intentions would be able to approach.

Many suitors travelled to the island. But none had pure intentions. None could find the young heiress.

In her absence, the girl's cousin was quick to install himself as the "protector" of the castle. And soon he started to style himself Baron of Le Chable. The count received his homage. And suitors, seeing the castle claimed, stopped seeking the girl.

Nobody knows what happened to Garsenda. Some have been to the island, but report finding only a broken down cottage. Rumours say that the girl drowned herself, and that her ghost might be glimpsed on the island shore.

As for the greedy cousin, Odo de Macet, lord of Le Chable, is now seventy five years old. Stiff with arthritis, plagued by a hacking cough, he may not be long for this world. He has never had children of his own. It is whispered that God has cursed him for having stolen his cousin's birthright. But it is well not to refer to this story in the presence of the cantankerous old baron. He does not want to be reminded that he is a usurper.

The Mountain Families

To the north of the Val de Voare, hardy cottagers live deep in the mountain forests.

It is said that they stand a head and shoulders taller than normal people, that they live on a diet of raw meat, that they speak only in grunts and growls, and that they are the offspring of ice-haired giants who mated with mortal women.

An old local story, oft repeated by the city's storytellers to entertain outsiders, tells how the Frankish hero Roland did battle with a local giant named "Le Seigneur des Neiges" (The Lord of the Snows), who lived north on Montratte and rode a giant bear.

Such tales might be dismissed as mere fancy, and yet the bodyguards of the Baron of Montratte do, indeed, stand a head and shoulders above other men.

The Healer's Ruins

The ruins are extremely old. Local poets and minstrels like to attribute them to Trojans, Romans, or ancient Greek Heroes. But, though ancient, they are unimpressive: a scattering of tumbled stone walls; and a large stone basin, like a great bath sunk into the ground, which fills with water from an adjacent spring.

For generations the locals have known that the waters of the ruin can aid healing - cleansing wounds, soothing rashes and sores.

And until last year the ruins were the home of a reclusive healer. He built a home and workshop atop the old stone walls, gathering and drying locals herbs, tinkering with remedies, bottling tonics brewed from waters drawn from the great basin and selling them at the annual fair in the city.

People would come to seek his remedies, many successfully. Rumours even held that he could cure leprosy. Clearly he was making good use of the waters.

But the healer's arts arts could not protect him from the ravages of old age, and last winter he died, taking to the grave whatever he knew of the magical waters.

The House of the Crescent Sun saga’s Kickstarter ends in just over two days, so I just wanted to say:

Thank you!

That’s it really. Just thank you!

The campaign is written to be generic and can be run with various systems… but it is clearly a classic Ars saga at heart, and the majority of backers are from the Ars Magica community. We beat the target in about a week, and have been ticking of stretch goals since then - thanks to folks here, and on Reddit and on Facebook and on Discord, and with a big special “thank you” to John and Michelle at Atlas.

Now, I need to incorporate the feedback that we received and get everything ready for Marija to lay out by the end of October (hopefully!) - and then I'll get on to planning the next one…

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