Set in the year 125BE most of the known world of Annexa is controlled by the magephobic , Buisenle Empire. The Eastern continent of the world is fairly civilised to approximately standard fantasy tech level and has very little wilderness areas, as a result of continued expansion by the Empire and it enlightened policy of Monster bounties. Which have cleared many unusual and dangerous creatures from the Empire's Lands.
However for the truly adventurous the Empire has just opened up expansion and colonisation following the discovery of the Western Continent. Here many dangers lies , including unusual untrustworthy non-human peoples.Despite the dislike of Mage's unusual magical artifacts are sort out for private collections by the nobles of the Empire.
475 years later a lots has changedThe Empire has fallen following a short and decisive war with the Magic users who had fled East to what are know called the "Isles of Magic' . These islands are one of the very few cosmopolitan areas around. Most of the Eastern continent is just beginning to settle down following the collapse of the Empire, and we have seen Nations start to rise in the last Century. The borders for the next few Centuries will probably now stay where they currently are.
However many varied prejudices exist in the different nations, some are still hostile to Mages and blame them for their current state. This particularly true in Buisenle where what is left of the Empire struggles on, although with Magic now legalised. Elsewhere other prejudices exist so roaming adventures must be careful.Most people have heard tales of and many have even seen a few of the unusual races like Dwarves, Elves and Trolls which exist on Annexa.
Only those living on the Isles of Magic are likely to see many other races on a day to day basis.Most campaigns start on the Isles of Magic.
Often the players get to do even odder thing for their covenant, than in the usual Ars Magica campaign. Or maybe some of this thing just seem so odd because they are so mundane.However it becomes slowly clear that something is threatening the whole order of Hermes.
Sources of inspiration of this campaign include the works of Neil Stephenson.
This era is set with the core western countries around Deciam, at this time all of these countries still had active monarchies and lived in a feudal culture of knights lords, baron etc.
A number of crusades left the eastern countries of these group to the attack the round-earthers to the west. Indeed the believe by the easterner at the time of a flat earth prevent the discovery of Jefram for Millennium as it lied beyond the believed (at hence true) edge of the universe. Even after the conclusion of the crusades it took many hundreds of years for enough to people to *really* believe Corianne was round.
The round-earther of mores sophisticated than the flat-earthers in many ways particularly in their use of gun-powder (although still limited) and lenses.
The only race in this part of Corriane is Human.
Once belief in the 'edge of the world' had diminished it became possible to travel to Jefram , however the western side of the continent proved harsh and although a number of small colonies exists and are now readily expanding.
However A round-earther who travel beyond Jefram discovering the New colonies,which provided a rich number of new animal and plants of which western curiosity took hold starting a profitable trade route up for spices and other exotics.
Human society in this time still values the hereditary titles bestowed and granted during the Feudal era, but the power of the Guilds have diminished the singular importance of these ranks.
Particularly since long distance trade and guilds have allowed many to reach similar levels of fiscal security. Much conflict exists between the 'New' and 'Old' Monies.
And what is outside?Once outside the huge of underground installations where people bodies are kept, while they continue they fantasy lives unknowing and uncaring about the reality, the World is very different. Something has happened - nobody can knows what exactly although there are many theories.
Somethings are clear however , sea level have risen and flood defences have failed . Many cities have fallen through decades or maybe centuries of neglect.
It is also clear that there are other agent at work trying to keep Humans inside the comfortable little virtual World.
But is all even outside the virtual world all it seems to be?
Oh, yes this was inspired by a film or four. And quite a few books actually.
Traveller is a huge, and long running world so I haven't provided a lot of links explaining the Traveller background for those that don't know it. Goggle should provide the basics, and more details is probably based hacked out it a discussion with the players when we decide on the campaign.
I have a number of patron modules collected throughout the years which can provide a jumping off point for this campaign.
Although most of these are short modules original written for convention gaming my experience with them is that the end always left loose ends dangling which ask what happens next.
If the players enjoying trading to the more mercenary I'm quite fond of the idea of running a careful trading game where cargos, duties , authorisations and bureaucratic tangles provide more than enough obstacles to keep the pc's busy .
Players will play one of the following options
In this option while Imperial the player team will have a lot of autonomy to deal with the situation themselves.
It will probably take place a little earlier in time Traveller timeline than usual and be set about 1105.
In this campaign the player will form an team of undercover agents working for one of the Intelligence arms of the Empire. Precisely which one to be determined after character generation, so it fits nicely with everyones character.
All or most of the PC will be psionic and will have the General task of rooting out Zhodani spies within the Imperium and making life hard for the Zhodani in general.
Everywhere they go they take their Son and Daughter, his Droid and her Pet - who just happens to be teaching her how to control that 'Force' thing.
It's always the way isn't, you just finished you tour of duty on Earth, and due a nice rest back home, and see some Asgard females, when the other team, (I mean it would be them won't it) leave behind a Hydrogenic Nucleointerference sensor.
The captain decides not trust them to get it back so you have to now. Great, but it should be a milk run for your last trip back to the dirt ball.
His Imperial Majesty requests and requires your presence at his Embassy where you will be given the opportunity to re claim your lost fortunes.
His Imperial Majesty Cleon III wishes to remain all his subjects that use of the dark arts of magic is clearly evil and as such punishable, by summary execution.
Hmm I do hope there not Mage in the Party.