Author Topic: Imperium campaign info & house rules  (Read 2803 times)

Offline dna1

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Imperium campaign info & house rules
« on: November 07, 2011, 11:58:59 PM »
HIGH ARCANA

House Rules: Finalized.
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The High Arcana Campaign is a fantasy that some would label “dark,” although it’s as much about rising up out of the darkness as living within it. It is clearly an urban fantasy, for the campaign takes place entirely within or beneath the city of Gratis- a place with a vast history of dark secrets waiting to be discovered.

Law, Procedure & Policy
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The Ruling Factions
The players must choose one of these organizations or guilds to be associated with. Although now being directly inducted into the 'High Arcana games' your characters still have strong ties with the group they are originally from. The rebels arent the average freedome fighters. The group is comprised of many different people/monsters of all different alignments and agenda's. Nearly everyone would benefit from the Imperium falling, so the rebellion as a result has many faces.

Sanctioned "arms" of the Imperium   
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Noble Houses and Organizations 
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« Last Edit: November 08, 2011, 12:25:19 AM by dna1 »
Roses are Red. Gaming is fun. You're over encumbered and cannot Run.

Offline dna1

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Re: Imperium campaign info & house rules
« Reply #1 on: November 08, 2011, 12:26:16 AM »

World info: Finalized

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Game Pics
Elder Magi
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Commisar and Delver GM
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Gratis








The Imperium has ruled Gratis for more than 4,000 years, and the Magi are the rulers of the Imperium.  Legend says that the current Elder Magi are the same five who founded the Imperium, that their dark master granted them immortality, and certainly there has been no change of regime in living memory to disprove it. Many times in the history of the Imperium, rebellion has sprung up like weeds among the tamed grass of the populace of Gratis.  Each time, it has been quelled quickly and viciously by the Imperium's Praesidio Arcanum, the Magi's secret brotherhood of enforcers who operate independently of the City Watch.  The P.A. is also responsible for ferreting out rogue spellcasters who are operating without the licensure of the Imperium, and their reputation is one of fear and efficient brutality.  The only marks on the P.A.'s otherwise unblemished record are the recurrent rebellions, which they have never been able to suppress entirely despite the fact that the rebels do more damage to themselves by channeling magic raw, without sanction from the Magi. To cement their stranglehold monopoly on the powers of creation, every year the Elder Magi hold the "High Arcana", a series of games in which the winners are inducted into the Magi.  These "games" are magical contests between groups of fledgling spellcasters of various talents and specialties, and the losers of each contest are carted away to the cemeteries (if there's anything left of them at all).  In this way the Magic cull the weaker talents from the populace and recruit the stronger into their doctrines. Where we begin our story of magic and mayhem, a new rebellion is brewing, this one more cunning and secret than any past.  The leaders have concocted a plan to take their brightest pupils of rebel wizardry and enter them into the High Arcana games.  Will our heroes be up to the challenge of surviving the games, infiltrating the Magi, and tearing apart the Imperium from the inside?  We shall see... we shall see.

« Last Edit: November 08, 2011, 12:31:11 AM by dna1 »
Roses are Red. Gaming is fun. You're over encumbered and cannot Run.