Edit: Disclaimer - this is not canon-compliant with Dark Ages: Mage, due to the fact that I don't have that book. Expect me to make things up for areas where there isn't any available information. Also, we are using Spheres instead of Foundations for Mage powers.
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Mage the Ascension: Turmoil in the Dark Ages
The year is 1211 AD, and Europe has plunged deeper into the Dark Ages. Seven years ago, the Fourth Crusade concluded with the Sacking of Constantinople, the greatest Christian City on Earth, by the very people sworn to protect the Christian Faith. In this bloody debacle, both sides were at fault, betraying and deceiving each other not knowing that they were merely pawns in a greater game; the supernatural intrigues of Vampire and Mage both. For the hidden forces in the World of Darkness work to further their ancient agendas, no matter how many innocent Mortals are slaughtered among the way.
But there is hope. Theodore I Laskaris, the Emperor of Nicaea and the legal heir of the Eastern Roman Empire, has temporarily turned the tide of Turkish expansion in the Battle of Antioch on the Meander; this heroic victory has bought time for the supernatural organizations still loyal to the Legacy of Greece and Rome to gather together and make one last attempt to repair increasingly wide breaches in beliefs and methods. Factions of the Messianic Voices, Artificers, Hippocratic Circle and Order of Hermes have decided to hold this meeting in the city of Nicaea, where the Christian Faith once clarified its canon and dogma. Time will tell whether this will avert the coming battle between Reason and Tradition...
In the west of the Balkans, then called the Haemus Mountains, Boril of Bulgaria is preparing to invade the so-called ''Latin Empire of Constantinople', the nation of travesty set up by the Crusaders after their 'Fourth Crusade'. Siding with him is an entire tribe of Werewolves, the Silver Fangs, who fancy themselves the nobility of their race. Unknown to him, the Vampires that now control the former lands of the Eastern Roman Empire have arranged for his defeat; planning to outwit the Werewolves instead of fighting them head-on. Who will win in the coming conflict?
In Turkish territory further east, the Seljuk Sultanate of Rum is in a civil war as Kaykaus I fights with his brothers for the throne of the Sultanate, giving their Christian neighbors peace for a time. But sinister forces are at work; Vampires and Mages work to influence the succession, with the Werewolves being kept out of the halls of power and into the countryside. But among their ranks are the Baali and Nephandi; dark examples of each group who believe in plunging the world into pain and suffering, madness and rot. But the Assamites, Vampire-Assassins who purge Infernalism from their own kind, work to ensure that the Infernal does not succeed.
But traders from Western Europe are bringing new ideas, new currents of thought; among these traders are Mages known as the Craftmasons, and they also bring hope - Hope that the common man shall be free from the chains of mortal subjugation and supernatural predation, and be free!
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OOC Note: This game is an Open World RP where multiple PCs can start at multiple places, although they are still encouraged to interact with each other through magical or mundane means.
Available Races and Magical Factions
- Vampires (With GM Permission)
- Werewolves (With GM Permission)
- Magi (Artificers)
- Magi (Craftmasons)
- Magi (Messianic Voices)
- Magi (Cosian/Hippocratic Circle)
- Magi (Old Faith)
- Magi (Order of Hermes)
- Magi (Ahl-i-Batin)
Available Mundane Factions:
- Latin Empire of Constantinople
- Bulgaria
- Seljuk Sultanate of Rum
- Empire of Nicaea
Edit: Basic Character Sheet:
Name:
Appearance:
Age:
Sex:
Skills (Mundane Skills and Magical Ones; add Spheres here if you're a Mage):
Short bio:
After reading the above hider, if your character's a Mage (not a Vampire or Werewolf, but a Mage), distribute 12 points among the 9 Spheres; you can have up to Level 3 in any of them:
Correspondence:
Entropy:
Forces:
Life:
Matter:
Mind:
Prime:
Spirit:
Time:
======
Mage the Ascension: Turmoil in the Dark Ages
The year is 1211 AD, and Europe has plunged deeper into the Dark Ages. Seven years ago, the Fourth Crusade concluded with the Sacking of Constantinople, the greatest Christian City on Earth, by the very people sworn to protect the Christian Faith. In this bloody debacle, both sides were at fault, betraying and deceiving each other not knowing that they were merely pawns in a greater game; the supernatural intrigues of Vampire and Mage both. For the hidden forces in the World of Darkness work to further their ancient agendas, no matter how many innocent Mortals are slaughtered among the way.
But there is hope. Theodore I Laskaris, the Emperor of Nicaea and the legal heir of the Eastern Roman Empire, has temporarily turned the tide of Turkish expansion in the Battle of Antioch on the Meander; this heroic victory has bought time for the supernatural organizations still loyal to the Legacy of Greece and Rome to gather together and make one last attempt to repair increasingly wide breaches in beliefs and methods. Factions of the Messianic Voices, Artificers, Hippocratic Circle and Order of Hermes have decided to hold this meeting in the city of Nicaea, where the Christian Faith once clarified its canon and dogma. Time will tell whether this will avert the coming battle between Reason and Tradition...
In the west of the Balkans, then called the Haemus Mountains, Boril of Bulgaria is preparing to invade the so-called ''Latin Empire of Constantinople', the nation of travesty set up by the Crusaders after their 'Fourth Crusade'. Siding with him is an entire tribe of Werewolves, the Silver Fangs, who fancy themselves the nobility of their race. Unknown to him, the Vampires that now control the former lands of the Eastern Roman Empire have arranged for his defeat; planning to outwit the Werewolves instead of fighting them head-on. Who will win in the coming conflict?
In Turkish territory further east, the Seljuk Sultanate of Rum is in a civil war as Kaykaus I fights with his brothers for the throne of the Sultanate, giving their Christian neighbors peace for a time. But sinister forces are at work; Vampires and Mages work to influence the succession, with the Werewolves being kept out of the halls of power and into the countryside. But among their ranks are the Baali and Nephandi; dark examples of each group who believe in plunging the world into pain and suffering, madness and rot. But the Assamites, Vampire-Assassins who purge Infernalism from their own kind, work to ensure that the Infernal does not succeed.
But traders from Western Europe are bringing new ideas, new currents of thought; among these traders are Mages known as the Craftmasons, and they also bring hope - Hope that the common man shall be free from the chains of mortal subjugation and supernatural predation, and be free!
------
OOC Note: This game is an Open World RP where multiple PCs can start at multiple places, although they are still encouraged to interact with each other through magical or mundane means.
Available Races and Magical Factions
- Vampires (With GM Permission)
- Werewolves (With GM Permission)
- Magi (Artificers)
- Magi (Craftmasons)
- Magi (Messianic Voices)
- Magi (Cosian/Hippocratic Circle)
- Magi (Old Faith)
- Magi (Order of Hermes)
- Magi (Ahl-i-Batin)
Available Mundane Factions:
- Latin Empire of Constantinople
- Bulgaria
- Seljuk Sultanate of Rum
- Empire of Nicaea
Edit: Basic Character Sheet:
Name:
Appearance:
Age:
Sex:
Skills (Mundane Skills and Magical Ones; add Spheres here if you're a Mage):
Short bio:
After reading the above hider, if your character's a Mage (not a Vampire or Werewolf, but a Mage), distribute 12 points among the 9 Spheres; you can have up to Level 3 in any of them:
Correspondence:
Entropy:
Forces:
Life:
Matter:
Mind:
Prime:
Spirit:
Time: