Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Looking for GM to run an Ars Magica campaign!

If you're familiar with the setting and have the drive to run a game with creative players then I hope to hear from you!
1459293724

Edited 1459944603
This advertised game below is now full, thank you for the HUGE amount of interest (approx 20 people). -------- After speaking with Isis, I have agreed to run an Ars Magica [5th] game, set in southwest England.  I actually live here personally, and know many of the local legends, tales and stories which I hope to add to the mix of lore already available. If you are interested, please read the campaign description below.  Feel free to ask questions, either on here on on skype (bone_white). I have not "run" an Ars Magica game before, but have played ~ 100 hours previously and run other rpgs.  In reflection of this I am looking at 3-4 players. I aim for a weekly session, hopefully Saturday or Sunday evenings.  Whilst I am playing from GMT, I am happy to stay up until the early hours to allow a US evening-timed game, so the date or time of sessions has not yet been set. -------- Lyonesse Rises The lands of Southwest England in 1200s are relatively free of the Order of Hermes. Those hermetic magicians which do live on the isles of Great Britain operate with little responsibility and control of the Order. Meddling in mundane affairs is rife, and magic is just as dreaded and respected by the common man as Catholicism.  The land is rich in Druidic history, both hedge magicians and possible survivors of House Diedne are respected and often sought out by mundane members of society, both lords and commoners alike. This game will be set in Cornwall, renowned for its ties with Arthurian legend. During the course of the story, players will learn what caused the lands of Lyonesse to sink into the sea, chase fragments and rumors of Arthur's legacy, and deal with the myriad world of mundane politics and local magical interference. Cornwall has the highest concentration of canonised saints in the entire world to this day, and many of these people and their followings and miracles can be traced back to this time or earlier. This attracts a large amount of holy pilgrims to Saint Michael's Mount and other sites in the land, though at low tide, the petrified forests of Lyonesse are visible around the mount, fueling the rumors of the sunken lands. Cornwall is also a major stop-over point in the trade between Ireland/Wales and Brittany/Spain/Mediterranean, bringing a cosmopolitan mix of people in the harbors, and the wares that they bring. From the lucrative saffron trade, to the trading of master-worked celtic artifacts. The land itself has a huge industry of both mining of tin and other precious metals, and fishing. The forests and swamps themselves are vast and commonplace, so much so that the Romans never made much of an impact this far southwest during their rule in England.  Cornwall in 1200 is ruled by a man dubbed "possibly the most powerful individual in England" who is the regent for the 2 year old earl of Devon, Baldwin de Redvers.  He has his own political agenda, and the Sherriff of Cornwall is refusing to pay the Treasury, and trying to be every part the non-existant Earl of Cornwall even though he has no title. Cornwall is a very wild and varied place indeed, so should have interests for most if not all Hermetic mages. Expect to found a covenant and pursue whichever rumors take your fancy, whether they be chasing Arthurian legend, the lost lands of Lyonesse, the remains or artifacts of holy saints, dealing with the prolific Druidic presence and Celtic traditions, or simply trying to found the first true beacon of Hermetic Magic in England. (The focus of the campaign itself is up to alteration and discussion by players, and is no means set in stone).