Campaign

Campaign Details

  • Campaign Start: Spring 790 (July 2005)
  • First Game: Paper Tiger
  • Last Game: Circle of Steel
  • Next Game: Unknown
  • Total Games: 55

Campaign Overview

The campaign theme is one of direct conflict with hedge wizards in the early days of the Order of Hermes. Due to this, the games are directed less at intrigue, politics, and clever solutions directed by application of Intellego (no reading of minds here), and more toward powerful or dangerous opponents with whom we come into personal confrontation.

The magi are driven or obsessive sorts with goals such as settling the region, improving our covenant and its reputation within the Order, and killing or driving out hedge wizards. In general, we have little talent with the "softer" arts such as Imaginem, Mentem, and Vim. Our general focus is more toward the "elemental" arts such as Ignem, Auram, Aquam, and Terram. We are not, largely, well versed in the arts of guile, intrigue, and etiquette, but excel on the battlefield. Most of us are tied to House Flambeau, and are proud of the fact.

In terms of skills, many of us have damaging spells with decent (or, in some cases, indecent) penetration. We started, largely, as one trick ponies, and have increased our "trick" as we have gone along. This is not to say we have not broadened our skills as we have progressed, but the main focus is to "hit first, hit hard".

Since the campaign takes place in the early days of the Order, the theme of "join or die" has been prevalent, with many games offering challenges to how and when to apply the strictures to hedge wizards. Moral quandries of "good people supporting the wrong cause", or "helpful and useful enemies" have been an underpinning of the campaign.