Boards to discuss Hârn, HârnWorld, HârnMaster, and RPGs in general.
Links - Home - Kelestia Productions - Columbia Games Inc
It is currently Sun May 19, 2013 8:54 pm

All times are UTC + 10 hours [ DST ]




Post new topic Reply to topic  [ 17 posts ] 
Author Message
 Post subject: Ars Harnica
PostPosted: Fri Nov 18, 2011 2:26 pm 
Offline
Cottar
Cottar

Joined: Wed Nov 16, 2011 3:08 pm
Posts: 20
This is a basic intro I've been putting together on an ArM5/Harn game I'm planning on running on Rpol. It does not provide a lot of information but lays down some basics. I'm looking for anything that someone feels is important, holes, obvious questions that I may have missed in doing it. I realize that's asking a lot given the limited information here but if anything comes to mind please drop some knowledge on me. Please note that this introduction is unfinished and directed towards Ars Magica players and not necessarily Harn-ophiles.

WARNING: If you are canon-nut for Ars Magica or Harn, you are likely to be disappointed. This game is premised on smashing Mythic Europe and the Order to fit into the world of Harn. I have taken numerous liberties and divergences, jamming square pegs into round holes etc. It’s all there in recognizable form but I have made it fit the world.

Ars Magica Fantasy
The entire premise of the Order in Mythic Europe is toned down to fit into the medieval world as we remember it. Magic and the supernatural exist but on the margins in many situations. I wanted to run a game of wizards in a fantasy world. Ars Magica has extraordinary potential, were the shackles removed, to provide an amazing campaign where the players are wizards with the ability to affect the world. This runs me directly into a barrier where I don’t want to ‘break’ too many things that exist either in history or in Ars canon.

I suffer from that incurable disease of not wanting to mess with the existing world timeline. And I enjoy canon since it gives everyone a solid base from which to play the game. But this hampers really going out there and doing stuff.

Magical Freedom
Anyone who has played Ars Magica realizes that the Code is extremely strict. It penalizes the majority of things that players want to do in an Ars game. While it is logically sound to emulate a structured society of magi, I want the magi to be able to make moves without tip-toeing, without feeling under surveillance by shadowy informers or the like. That’s not to say that the Order’s Code is ignored but I have altered it. I loosened up the rules on selling items to mundanes, the rules on loyalty to mundane rulers and the dreaded ‘intereference’ clause.

This is not a license to create havoc. The Order and Code exist, the Church exists, the might of an army still stands but the magi in Harn will be able to push things a bit further before running afoul of a Wizard’s March.

Why Harn?
I wanted a fantasy world. One where we are not tied to history, setting dogma or its perils. In addition, it needed to be a world where Mythic Europe conventions (Church, Order, Infernal, Faerie etc) and the trappings of it could be inserted without breaking the whole thing. And I didn’t want to build it from ground up.

Harn and its surrounding lands are already incredibly detailed. Through published books, fanon supplements and all sorts of support, we gain access to a treasure trove of ideas, maps and flavor. The world of Harn is also easily melded with the concepts of Mythic Europe. The entire setting was designed with a feudal mindset and an attention to the mundane institutions that make Mythic Europe (and Harn) so interesting to romp around in. I am a stickler for maps and detailed information, in Harn I’ve been able to get my steady dose while still retaining the freedom that is inherent to this premise.

How Different Are We Talking?

Not much. The skin of it is different in that there are no Italians or French, no Africa and no England. But the familiar institutions are all there… the Christian Church, the Infernal, the Order (albeit smaller). Everything will be recognizable and fit (mostly) into this world.

Summary
The world of Ars Harnica is a fantasy version of Mythic Europe. Almost all of the conventions, traditions, and expectations of Mythic Europe are to be encountered in this setting. They have been altered, inserted or removed to fit in with the setting parameters required for Ars Magica. The goal is to play Ars Magica in a Mythic Europe-like setting that is not bound by our own history. Period. I have no wish to rebuild the game or the parameters to fit any great changes.

On the Island of Harn
Harn is an isolated island off the main continent of Lythia. The island is populated by several different kingdoms, some of them Christian and some of them pagan, and peoples. It is a place renowned for magic and dangerous creatures. The island is reputed to be the home of the pagan god, Ilvir, who is believed to create magical creatures and send them out to the world at large. The Jarin peoples still worship Ilvir.

On Peoples
The people of Ars Harnica are as varied as the people of Mythic Europe. The more prominent cultures mirror many aspects of Mythic Europe with an emphasis on the British Isles.

On Latin
Latin maintains the position that it held in Mythic Europe. The Church uses it, high-faluting nobles use it and the Order uses it. Many other languages exist but Latin still has its place. On Harn, Latin is a bit more obscure and immediately indicates that an individual is educated beyond the means of most individuals.

On the Church
The Church exists as normal, as does the Divine. The Pontiff, or Pope, rules from Trierzi in the Harnic incarnation of Rome. The Azeriyan Empire takes the place of the former Roman empire except that it remains in power further to the east and constitutes the Eastern Orthodox Church. The island of Harn is reminiscent of medieval Ireland in the 12th century, the conversion of the island is incomplete and the Church hierarchy is relatively independent with many different factions and goals.

On the Crusades
The Crusades exist and are taking place. The Crusades of the Holy Land are taking place south-east of Karejia in … There are other Crusades throughout the reach of the Church. The mechanism is used more commonly due to the prevalence of pagan beliefs. There is currently a Crusade on the island of Harn against the Solori barbarians.

On Religious Orders
You will hear much about different religious orders which play a large part in this setting. These orders are no different than the orders which comprise Mythic Europe’s Church. The Dominicans, Franciscans and Templars for example. The primary orders on Harn operate under the Rule established for the Order and are named for their patron. Saint Lariani was a female knight that supports feudalism and chivalry. Saint Peoni is a saint of the common people and watches over peasants, serfs and families. The followers of Agrikanism are a more militant variety of Templars. The order was cast out of Palithane, much like the real-world Templars, due to their growing power and unflinching dedication to conversion of infidels. They espouse a more might-is-right doctrine. The order’s remnants fled to Harn and have secured a strong position in the western kingdom of Rethem. They answer only to the Pontiff, who pretends they don’t exist for political reasons, and their own Grandmaster. They are strong instigators of inquisitions, witch-hunts and so on. Many in the Church fear and despise them due to the allegations levied in the trials of the Order. Baseline rule: if you hear about an Order, assume they are either like the monastic orders or the military orders of Mythic Europe.

On Pagan Deities
Pagan deities are more common in Ars Harnica. These individuals may be from the Realm of Faerie or Magic depending on their origin. In some cases, they may be Infernal. However, the Church is still building its strength in many places so entire peoples may hold to their pagan beliefs. The Church deals with it in various means depending on the type of pagan deity, the region and the Church official in charge. Exterminations and inquisitions are common, as is turning a blind eye to some traditions. It should be noted that some pagan deities are horrific, evil and extremely powerful. The Church has dealt with these beliefs in the past and banned them. Incidences of their worship is often the cause of inquisitions and witch-hunts. Notable evil deities are Morgath on Harn.

On Faeries
The Faerie, or Fey, in Ars Harnica adhere to the older editions of Ars Magica. The principal change is that they are beings with their own political systems (courts) and agendas. The mechanics remain the same including the use of RoP:Faerie.

On the Infernal
The Infernal is just like in Mythic Europe. It may be a bit more active due to the more energetic nature of conflict in Harn. The mechanics remain the same from RoP: Infernal. Note that there is a bit more activity from Infernal cults due to the looseness of the Church’s hold.

On Magical Creatures
Magical creatures are more common and not the stuff of legend. While this remains true in Mythic Europe, it goes double for Ars Harnica. Magical beings and creatures can rule over kingdoms, counsel mortal kings and so on.

On Magic Itself
Magic functions in Ars Harnica just as it functions in Ars Magica.

On Wizards and Magi
The primary difference is that the Hermetic tradition is more common amongst non-Order wizards. These are the students and descendants of individuals who trained with Bonisagus prior to the Order’s foundation. The principal difference with them is that their training is usually not as broad and they have no access to the Parma Magica. The concept of “join or die” is more fluid in this setting. The movement has proponents and opponents within the Order. There are no protections for non-Order magic users but groups can work with them and Tribunals can negotiate with them depending on their strength. The only caveat is that a non-Order magi possessing Parma Magica must be slain immediately. This is the Order’s prerogative and source of strength. A non-Order hermetic practitioner is often referred to as a more general term (derogatory amongst Order brethren) of “wizard” or “sorceress.” The Order still frowns on the use of “witch” but accepts its general accuracy in many occasions. The Order has declared certain traditions and societies to be “Enemies of the Order” on occasion resulting in a call to arms against the organization.

On the Order of Hermes
Much of the traditional history remains with different dates. The primary change is that the Order is less dominant in many parts of the world. The Diedne Schism lasted nearly thirty years and the destruction amongst covenants and magi was immense. Even now, almost two hundred years later, the Order is still regaining its position. In addition, Bonisagus taught many students, learning from each of them, before being approached by Trianoma and founding the Order. Therefore, as noted above, there are more hermetic wizards out there than in Mythic Europe. But the Order remains the same, albeit smaller in number, and more conflicted from Tribunal to Tribunal. In Arm5, it describes an Order that is less influential and more fractured, that would be this Order. The Diedne Schism happened, the Tytalan Crisis happened and so on. The Houses remain the same although Ex Miscellanea is larger in this setting due to the acceptance of already trained wizards. The domus magni of each House remain the same but in different locations. There is also less of a dominance by certain Houses in particular areas. In other words, the Tremere may be centered in the Prolixia Tribunal but it does not dominate it as it would the Transylvanian Tribunal in Mythic Europe.

On the Code of Hermes
The Code is different only in a few key regards. There is no clause regulating interference with mundanes and the prohibition against scrying is more limited. Breaches of the Code are handled internally on a more frequent basis but true criminals, rogues, are hunted down with far less attention to subtlety and obfuscation.

On Interference with Mundanes
The primary rule of the Order, to do no action that will bring harm or danger to other members of the Order, or the Order at large, is the most enforced in conjunction with a non-interference viewpoint. Since this action varies depending on the member, the locality and the action, there is a bit more laxity in its interpretation. However, when breaches are discovered and ratified, the punishment is often swift and taxing. Tribunal rulings will be posted to narrow this down but there is no bright-line rule that is easy to follow by the magi. The oath still does not allow oaths of fealty to any individual or entity beyond the Order. However, there have many recorded instances of magi working alongside kingdoms, armies and other entities for various purposes. The danger accepted by anyone playing loose with their powers on behalf of another entity is that the opponent will institute sanctions against the Order at large. The magi responsible for this would be held to account. There are political factions in the Order that support or oppose these rulings.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Mon Nov 21, 2011 4:35 pm 
Offline
Woodward
Woodward

Joined: Mon Jan 03, 2011 7:38 am
Posts: 166
On Harn, at least in the eastern kingdoms and Kanday, substitute "Latin" for "Emela (spoken) and Khruni (written)". Note please that there are a couple of canon disagreements over the proper name of the script which is associated with the Emela language, and I prefer to go with the version in the Venarive Player Guide.

Problem with Harn is that there is actually a couple of good languages which fit for "Latin". You want a high-brow uncommon foreign tongue. Emela, I would argue, fits well because it would be a popular acadmic language in Melderyn, with the Shek-P'var, and with the Laranians. There is the Melderyn-Emela connection, and if you want a high-brow language for the Shek-P'var I think you want a language that builds on this connection. Emela then, not the other big alternative which occurs to me.

The other "Latin" which seems to fit Harn (for me) is Zakimladal, or High Azeryani, with the Ayaran script. While this would be more popular with the Save-K'nor church and Azeryani has the cachet of being the "Rome-like" empire of Lythia, but in my book it is TOO obscure and the fact that it is only written in an obscure script that has no overlap with the common Harnic/Lakise combo is a deal-breaker. It would definitely be obscure and academic, but it can't be written properly in Lakise so you won't see Zakimladal phrases in the middle of a Harnic/Lakise document.

Emela can be written in Lakise, same as Harnic. It can also be written in Khrunic, the Dwarven script, which predates both simple Runic and Lakise. I like how this fits together. My "Latin" is Emela.

Zakimladal, on the other hand, is my Galactic Two.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Tue Nov 22, 2011 5:49 am 
Offline
Reeve
Reeve

Joined: Sun Jan 30, 2011 3:27 pm
Posts: 484
Sounds like fun. Ars Magica seems like one of the better meshes IMO.

I don't like the code, particularly the monopoly mindset and there are enough products in the various editions that many of the designers clearly ignore it also. Between the effects of the "Gift" and the Code in a feudal society with clearly established roles Mages violating custom, law and tradition should be actively persecuted.

The society would work a lot better if ruling nobles and church(s) could retain the services of a Hermetic Mage or Mages who adheres to the code as an adviser or councilor to enforce their monopoly against non members since it would lend them social and legal status particularly if they are going around killing "innocent" people for possessing knowledge of a spell a crime not recognized by the church or nobility (Mages cannot keep murdering people for centuries without consequences IMO). As long as they adhere to the modified "Code" I do not see major fall out from their service.

I like the "Gift" aspect of Mages in Ars Magica and it's effects on mundanes which explains why so many live in chantries or apart from society.

I disagree with that Ars Magica aspect that a non-Order magi possessing Parma Magica must be slain immediately but every campaign is different. [IMO an order slaying other mages will make enemies and after centuries that secret should be out between dead order mages and abandoned covenant libraries]

I don't like how chantries (covenants) exist outside of standard societal values and social customs although it drives some adventures/stories. Simply easier to make the chantry a manorial lord who pays fealty in coin (rent) which also drives stories/adventures. One or more of the grogs can always provide military service if that is an issue.

The Wizard's March is better than what Harn has for renegades IMO reflecting more of a clear and present danger than nope a handful of senior mages don't like you or your research and got together and declared you renegade now the whole guild is arrayed against you renegade.

I really like the Virtues and Flaws mechanic particularly when you add in the older Faerie books (Don't have RoP: Faeries or Magic).

The Vis mechanic can be feast or famine depending on the covenant and campaign.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Tue Nov 22, 2011 6:34 am 
Offline
Cottar
Cottar

Joined: Wed Nov 16, 2011 3:08 pm
Posts: 20
I actually considered High Azeriyani as the new Latin for Ars Harnica. It was in the first incarnation of this idea. The reason I discarded it is that so much of Ars Magica and the Church is tied in with Latin names and so forth. Making High Azeriyani the "Latin" would have needlessly complicated things. As mentioned in the design notes, the idea isn't to completely rewrite everything... so I just decided to keep Latin as is, so that Ars people don't feel completely out of depth.

(Another book-keeping reason is that I'm building all of the covenants with Metacreater for Ars Magica and it defaults to Latin in a number of places. Would have required some code rewriting which I've no skill in.)

A good thing to add to that document... there are no Shek Pvar, unless they're an independent group of sorcerors that I haven't written up yet. As noted, magic in Ars Harnica functions as it does in Ars Magica. So I am not adapting the Harn magic systems but replacing them outright.

On the actual interaction with society, I'm torn... I think there would be counselors and such (especially since it would only improve the Order's image) but no oaths of fealty to mundane rulers. I'm definitely treading the line with some covenants that have mundane oaths to local lords but are specifically excepted from providing any magical aid. That is likely to be a Story plot in the game... determining where the line can be drawn. Also, there are going to be Hermetic wizards (non-Order) swearing oaths to local rulers since they do not adhere to the Code. These wizards are quite the target but they have the protection of their lord to aid them against any actions from Order Magi.

The Parma Magica is explained in ArM5 as a Breakthrough that no one has been able to replicate. It must be personally taught to each magi after their Gauntlet by another magus. So, it does stand to reason that it would be difficult to learn it. However, I'm sure it has gotten out from time to time... which is why those individuals are hunted down and slain with such dedication.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Wed Nov 23, 2011 1:50 am 
Offline
Woodward
Woodward
User avatar

Joined: Thu Jan 09, 2003 1:11 am
Posts: 181
Location: Berlin, Germany
Using latin would have the advantage that handouts, names, booktitles etc. could be actual written in it.
Either by using historical examples or http://translate.google.de/?hl=de&tab=wT#en|la|


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Thu Nov 24, 2011 5:19 pm 
Offline
Woodward
Woodward

Joined: Mon Jan 03, 2011 7:38 am
Posts: 166
Sounds like Ars Harnica is Ars Magica with a map of Harn instead of a map of medieval Europe.

I was thinking of Ars Harnica as being Harn, with all of its trappings and cultures and languages and religions, with the Ars Magica ruleset and magic system in place of Harnmaster's.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Fri Nov 25, 2011 5:51 am 
Offline
Cottar
Cottar

Joined: Wed Nov 16, 2011 3:08 pm
Posts: 20
As noted in the design notes, it's Ars Magica with a shell of Harn. The cultures are more Harnish but the feel is more Mythic Europe. The Christian Church is pre-eminent with Lariani and Peoni and Agrik being only Saints... The point of using Harn is that it frees the game from historical issues with Europe, matches the Mythic Europe setting in many ways, and does not require much jimmying to make it work.

Languages would remain the same. Cultures mostly so (at least on Harn since I'm not sure of many of the others besides that listed in the basic book). A major change may be that the Dalkeshi are the "Arabs" and the Holy Land is in their domain.

So, yes, it is more Ars Magica/Mythic Europe than Harn for sure.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Fri Nov 25, 2011 6:50 am 
Offline
Woodward
Woodward

Joined: Mon Jan 03, 2011 7:38 am
Posts: 166
I suppose a major advantage of transplanting Ars Magica to Lythia & Harn is that you don't need to hassle with players saying "the game year is 1450, and I know that in another X years such-and-such is going to happen so lets do ... "

OTOH, when I've run Ars Magica myself (2ed & 3ed), we had the understanding in my game group that Mythic Europe was part of a parallel-Terra. On this pTerra, magic works. The game start date was fixed with history behind it, but anything forward from that date was undetermined. Don't count on being able to predict events of 1492 from a game start at 1450, and if you DO try then you can expect unpleasant outcomes for improper use of OOC knowledge.

Translating to a pHarn would have the advantage of making the players unfamiliar with the world. You'd also have a blank slate at 720TR to work with.

On the gripping hand, I've always had a great time running campaigns where I stick the PCs into the backstory of various canon events. In Ars Magica, we had the PCs involved in the supernatural origin of the great famine of 1315-1317 as well as ending the same. In Star Wars, I set the PCs into the prelude up to Episode One so they could meet and interact with a lot of the major players on their rise up.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Fri Nov 25, 2011 8:13 am 
Offline
Site Admin
Site Admin
User avatar

Joined: Wed Feb 20, 2002 9:56 pm
Posts: 3409
Location: AU, ACT, Canberra
akdave wrote:
On the gripping hand...
:lol:

Not something you see/hear often in general conversation. Larry & Jerry would be pleased!

:mrgreen:

_________________
Cheers

Leitchy
List & Forum Admin
Admin FAQs
[Updated 25-FEB-2011]


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Fri Nov 25, 2011 4:58 pm 
Offline
Woodward
Woodward

Joined: Mon Jan 03, 2011 7:38 am
Posts: 166
Leitchy wrote:
akdave wrote:
On the gripping hand...
:lol:

Not something you see/hear often in general conversation. Larry & Jerry would be pleased!

:mrgreen:


I think it is a phrase which deserves more usage. 8)

I've been using it for years. :angel:


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Wed Jan 04, 2012 1:51 pm 
Offline
Cottar
Cottar

Joined: Wed Nov 16, 2011 3:08 pm
Posts: 20
This Rpol game is getting closer to reality. I'm looking at going live in February or March for folks who may be interested. It would be nice to have some folks with some Harnic experience and background in the game.

There's nothing public posted yet but I'll update here when I do make it public.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Fri Mar 16, 2012 9:02 pm 
Offline
Cottar
Cottar
User avatar

Joined: Thu Dec 27, 2007 3:32 pm
Posts: 14
I just think this is a fantastic and interesting idea, can't wait to read more!

Cheers


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Wed Apr 18, 2012 2:22 pm 
Offline
Cottar
Cottar

Joined: Wed Nov 16, 2011 3:08 pm
Posts: 20
Got delayed a bit. My PC was down for a month so I just started working on it again. Luckily, I'm down to nitty-gritty of covenant-building and expanding on my planned stories. Likely to go live either May or beginning of June although I may start accepting characters sooner. I will only be accepting 1-3 players to begin with. Once I have things up on Rpol, I'll cross-post them here.

Here is a sneak-peek at the Order of Hermes Tribunal Map...

http://www.tundric.net/gallery/var/albums/Ars-Harnica/TribunalSketchC.png


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Thu Apr 19, 2012 7:49 am 
Offline
Sheriff
Sheriff
User avatar

Joined: Mon Aug 18, 2003 11:20 am
Posts: 5072
Location: St Louis, Missourishire
Quote:
On Religious Orders
You will hear much about different religious orders which play a large part in this setting. These orders are no different than the orders which comprise Mythic Europe’s Church. The Dominicans, Franciscans and Templars for example. The primary orders on Harn operate under the Rule established for the Order and are named for their patron. Saint Lariani was a female knight that supports feudalism and chivalry. Saint Peoni is a saint of the common people and watches over peasants, serfs and families. The followers of Agrikanism are a more militant variety of Templars. The order was cast out of Palithane, much like the real-world Templars, due to their growing power and unflinching dedication to conversion of infidels. They espouse a more might-is-right doctrine. The order’s remnants fled to Harn and have secured a strong position in the western kingdom of Rethem. They answer only to the Pontiff, who pretends they don’t exist for political reasons, and their own Grandmaster. They are strong instigators of inquisitions, witch-hunts and so on. Many in the Church fear and despise them due to the allegations levied in the trials of the Order. Baseline rule: if you hear about an Order, assume they are either like the monastic orders or the military orders of Mythic Europe.


I have thought of using this as a model for the Harnic churches, and am I am not very familiar with ARS Magica.

The One god, with Agrikans, Laranians, Save and Peonians as various orders, the Peonians similar to Fransiscans. I had thought of Larani and Agrik as different sects of fighting orders, though I never made the Templar-Agrikan connection, whcih actually makes a lot of sense.

_________________
Hmm Gurthang. What a nice name for a sword....


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Thu Apr 19, 2012 12:27 pm 
Offline
Cottar
Cottar

Joined: Wed Nov 16, 2011 3:08 pm
Posts: 20
I haven't completed cleaning up my notes on the Agrikans. It's a lot of mashing round pegs into square holes but that's what happens when you make Harnic Agrikans and Lariani worshippers into fraternal orders...

Essentially, the Tobran Heresy was more like the betrayal of the Templars by the monarchy. The Agrikans lost most of their lands, wealth and power. They still exist in out of the way places where they've managed to keep a low profile. Since Orders, even Militant Orders, are subservient to the Pontiff/Pope and no one else in western christian history there is no real way for anyone to tell them what to do. If the Pontiff refuses to do or say much, not a whole lot can be done.

Although local politics and factions can certainly cause harm to the Order. It takes a pretty serious incident to get the Pontiff to throw down on their own Church Militant especially when it's at the request of secular authorities. If the Pontiff were to allow that to happen more regularly, the Church's power would be significantly curtailed.

With the Agrikans confined to the Crusades (where they are welcomed), Lankor and now Harn, they are out of the way. Does the Pontiff know they're causing trouble in Harn? Definitely... but does he care? Why should he? Harn is a backwater and not where his attention is focused. Harn is a long, long ways away... So long as the Agrikans are burning heathens (which Harn has plenty of) and staying away from the big powers (Trierzon, Palithane, Shorkyne etc), the Pontiff is content to leave well enough alone.


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Fri Apr 20, 2012 2:17 am 
Offline
Sheriff
Sheriff
User avatar

Joined: Mon Aug 18, 2003 11:20 am
Posts: 5072
Location: St Louis, Missourishire
Quote:
Definitely... but does he care? Why should he? Harn is a backwater and not where his attention is focused. Harn is a long, long ways away...


Actually, if you look at the Agrikans as a fighting order, not worshippers of the Balrog-God :D , they are not as much trouble makers. In the conflicts on Harn, who is to say the Laranians are "right" and the agrikans are "wrong"?

The idea of them as a fighting order appeals to me a lot more than followers of an evil god. The evil god thing reminds me of a bad Schwarzenegger /Conan Film. Make the High Agrikan priest James Earl Jones, and you are all set :D

_________________
Hmm Gurthang. What a nice name for a sword....


Top
 Profile  
 
 Post subject: Re: Ars Harnica
PostPosted: Fri May 04, 2012 2:17 pm 
Offline
Cottar
Cottar

Joined: Wed Nov 16, 2011 3:08 pm
Posts: 20
I'm opening it for RTJ's at this point. As indicated below, I don't plan on making any quick decisions on apps for a few weeks. Some of the information is now available to read but I'm still in the process of editing it.

Applications/RTJ's are not on a first-come basis.

This game will take place on Rpol.net.

Campaign Summation:
The game of Ars Harnica takes place in the world of Harn. The map, cultures, languages and much of the history remains Harnic but the overall setting has been changed to Mythic Europe. The purpose of this is to provide more freedom in the game. By avoiding any realism in setting, we can make or break things as we see fit without someone crying foul.

The setting is also more fantastic in that magic is more open. This has advantages and disadvantages in that there are many more foes out there for the Order to contend with while it allows more freedom of action in responding to threats.

Game Premise:

The starting year is 704, by Tuzyn Reckoning, and you have accepted the challenge of restoring a covenant that is struggling under poor circumstances. The covenant lies on the distant island of Harn, renowned for magic and strange occurrences, and rumored to be a place of great adventure and danger.

The covenant of Via Munitus was formed in 661TR on the outskirts of the Kingdom of Kaldor. The Founding Members consisted of Ealchere ex Jerbiton from Havarus Peak, Astrigonius ex Criamon from Querion Hall and Vevrina ex Miscellanea of Cad Gadu. With the services of a magus from the Esevria covenant in Chelemby they raised a tower for the covenant and have resided within it since that time. There have been a series of unfortunate incidents with the members of the covenant in the preceding years. As a result, an invitation was offered for magi to join the covenant of Via Munitus on the island of Harn.

Greetings sodales,

I write to you from the wonderful island of Harn in the Gulf of Eder. My name is Vevrina and I write this as the sole remaining member of the covenant of Via Munitus. Through a series of unfortunate events, I write this alone from my home and sanctuary. The departure of my friend and fellow council member, Adaelia ex Flambeau, with her filia, to the Varduin Tribunal leaves our halls quiet and desolate.

I write so that adventurous and capable souls will cross the Gulf of Eder to join my covenant and further the good name of Via Munitus for decades, nay, centuries to be. Do not be dismayed for our covenant is strong in resources and knowledge. We have thrived here on the outskirts of the Kingdom of Kaldor, at Mount Nhytloc between the Kald and Hemurin Rivers, for almost fifty years. In that time, we have grown our library, expanded our resources and accumulated much that should serve as sufficient enticement to encourage your acceptance of my invitation. The island of Harn is rich in magical wonders, fountains of vis and many strange and exotic creatures. I offer you the opportunity of a lifetime; to come to the fabled Wizarding Isle and grow in your Art.

I have chartered a vessel, the Malignant Praise, to ferry all those who would take up this offer. It will arrive in the port of Parahal, in the Kingdom of Palithane, in two month’s time. There it shall provide you transport across the violent seas and, fear not, for her Captain, Menodas, is a seasoned hand. He will take you to the port of Burzyn, in the Kingdom of Chybisa on the mainland of Harn. I will have our trusted retainers there to bring you to us with all possible haste.

I look forward to new faces and strong souls within the walls once again. Until we meet!

Vevrina ex Miscellanea, Covenant of Via Munitus
By my hand, the 16th of Peonu, in the Year 704.


RTJ Information
Open recruitment will remain in place for a few weeks in May. I am going on vacation at the end of May and so the game will not start until June at the earliest.

I am looking for two people to begin the Saga. I will add more, from the pool of RTJ's, as long as things move in the desired manner. All information posted is subject to change.

http://www.rpol.net/game.cgi?gi=49337&date=1336098396


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 17 posts ] 

All times are UTC + 10 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group