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The Ashes of Tarraconensis - A Dark Ages Chronicle

GM Longhandledgardeningtool · 1 player

The year is 470 Anno Domini. South of the Pyrenees, in the worn heart of Hispania, Tarraconensis, the Western Roman Empire crumbles beneath centuries of decadence and neglect. The eagle bleeds, its wings tattered, its cries either unheard or ignored in the east. Beast, sorcerers, saints and men alike all seek to make the most out of the evenfall of the eagle. Will you fight to keep the eagle aloft, or will you seize the moment, pluck a feather from its dying body, and claim power for yourself?

Dark Ages


The Ashes of Tarraconensis

A Dark Ages Chronicle


 

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Primer

The once-proud Roman Empire lies in tatters, its doom and destruction, by now, may all be but inevitable. Civil wars, famine, monsters, religious schisms, and political corruption have plagued the empire for centuries, and its death throes echo across the known world.

Protecting the city of Roma itself has become a business for so-called barbarians, the same who sacked it only a few decades ago. The legions are no more, replaced by mercenaries who pledge allegiance to coin and land, not to emperor or state. Treaties are torn apart the moment they are about to be fulfilled, and loyalty is a currency few can afford.

Yet amid this chaos, you find yourself near Caesaraugusta, a city still bearing the name of Gaius Julius Caesar Augustus, founder of the empire. Whispers of barbarian raiders grow louder by the day. Camps gather beyond the horizon, threatening not only Caesaraugusta but the entire province.

In this fractured world, opportunity abounds, for those bold or ruthless enough to seize it.


Splat Involvement

Vampires: The Kindred descend upon Hispania in droves. Without a formal Masquerade and with mortal belief in the supernatural still alive, Kindred move openly. Rival bloodlines vie for dominance over this strategic bastion of civilization, each eager to reshape the region in their own image.

Garou: The land itself groans under the weight of decay. The Garou, sworn to protect Gaia, see the fall of Rome as a chance to reclaim sacred land from humans and their parasitic leeches created by the Wyrm. Caerns must be protected, or taken back.

Mages: In the twilight of empire, the Awakened seek to carve order from chaos. As the Roman world dissolves, they move to form proto-organizations from their fellowships. Their ambitions could remake magic and society, or destroy both.

Fae: The fae courts are at war. Old oaths are broken, new allegiances form. The unraveling of mortal order spills into the realms of Arcadia, and the Gentry seek to influence the world of men to favor their ever-competing visions, as well as to stop the encroaching of Christianity within their lands hidden by the mists.

Inquisitors: Though the Inquisition as we know it is yet to be born, the Church has already begun to arm holy orders to combat the forces of darkness. Young warrior-monks and flame-tongued priests begin their sacred charge, eyes turned toward anything unholy, unnatural, or inconvenient.

Infernalists: Where order dies, the abyss stirs. Doomsayers and cultists herald the end not as tragedy, but as opportunity. Demons whisper promises of power in the ears of desperate men, and too many are listening.


Game Expectations

This is a narrative-driven campaign. Mechanics exist to support the story, not constrain it. You will be encouraged to focus on detailed descriptions, character introspection, and social intrigue. Dice will only speak where drama demands it. What matters most is how you act, and what you're willing to sacrifice.

The books used for the campaign are those of the Dark Ages edition (2002-2004). Which you can find here.

The expected response rate is 2-3 posts per week, though this is open for discussion. The initial campaign is open for 3-4 players, and after a bit of running it and establishing it and making sure it's smooth sailing, 5-6 players. This is a personal choice, given this will be my first campaign ever in the forum!

All splats are available for play, including mortals (that aren't aligned with the inquisitors or the infernalists). While each supernatural group's involvement in the world is outlined above, you are not required to be part of their politics, and the metaplot will be kept at a minimum. You may ignore it, resist it, or become the spark that changes it.

Characters are expected to explore their splat's themes and conflicts, but you're free to subvert archetypes. A Garou that walks among humans in peace, a fae seeking harmony instead of dominance, or a vampire trying to preserve Rome's light or restore the legendary Carthage, these are welcome stories.

No knowledge of your splat's lore is required. Whether you're a veteran or brand new to the World of Darkness, you're encouraged to bring your ideas and let your character grow organically.

The campaign is designed as a semi-solo experience. Player interaction will occur naturally, but each player may experience vastly different arcs. Conflicts, philosophical, political, and literal, are expected and even encouraged.

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