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LFP - Ars Magica 5th Ed - Sounds Like a Sitcom Premise Except for the Murders

Hi everyone. I'm interested in getting together a group of 3 or 4 players for an Ars Magic 5th Edition game with a potentially unusual premise-- --- The Covenant of Helwasser, high in the Bavarian Alps, has been out of contact with the Tribunal for decades--presumed destroyed in a giant attack, its few, decrepit magi clung to life in the remote and inhospitable environment and were glad to be rid of the meddlesome influence of their peers. All the better to pursue their research unfettered by arbitrary restrictions. They took apprentices to aid in their work, taught them little and abused the living crap out of them as their twisted whims dictated. At first, the apprentices (knowing no better, young and uncultured as they were) bore it stoically, sometimes pitifully, and furthered their masters' work. But eventually the fire of pride ignited among them. They watched. They waited. They huddled together in the dark and spoke. They plotted. They learned. And then one night, they struck. As a group, the apprentices murdered the magi in their sleep, unsuspecting, and ended their reign of terror. The original plan was to escape to another life, something more peaceful and pleasant. The mysteries of Helwasser, however, vast and time-shrouded and hewn from the living rock of the mountain itself, deep into the guts of the earth, were too compelling for some to resist. And so they stayed, and continued to learn, to study and research in the place of those they had deposed. They still know comparatively little, and to call them Magi would be incorrect--they do not quite have the knowledge or the formal recognition of such. But they have control. And they have Helwasser. And earlier this month an unusual traveler arrived, from a place called The Tribunal, with questions, and piercing eyes despite his doddering demeanor. What will be the fate of Helwasser? It is up to you. --- There's no specific storyline I have in mind, just lots of threads that players could follow as they wished--political intrigue around relationship with the tribunal and the order; dark research into their masters' fields; exploration of the depths of the ancient covenant, much of which is locked away or hidden; taming the wilds of the forbidding bavarian alps and helping the rustic people of that land in their struggle to survive against dangers both natural and supernatural--lots of possibilities. The game would likely take place late Pacific time (10pm roughly to start) on any night of the week except a Thursday, for a group that has interest and fits. I find it easier to manage running the game via text than by speaking, but I can type VERY fast so no worries there. Anyone interested in such a game?
No Ars Magic experience or books needed--but they are fun rules to immerse yourself in. All that's required is creativity and the desire to play a wizard on the road to REAL ULTIMATE POWER.
I may be interested..but that's fairly late for me unfortunately. Also, that's a bit specific there, are there any house rules preventing initial advancement or anything?
No rules limiting advancement--just encouragement to use the various stunted development flaws to great effect, and that the PCs will not yet have completed their gauntlets, though they'll have the same "power base" as standard PCs.
Okay, probably no starting Parma then I presume. Unfortunately that's still a bit late for me, any chance you can run the game earlier?
Unfortunately I'm pretty tightly bound by family obligations, and stuck in the pacific time zone :( I could potentially do earlier, but not with consistency. That's wh I listed the time I did--to be as forthright about that as possible.