Horizon

 

Our game will not be taking place on Earth, and for the most part, you’ll have very little contact with humanity’s homeworld.  We will meet in the spirit-realm of Horizon, where you won’t have to worry about the police, the government, or the Technocracy.  The greatest things the Traditions have to fear in Horizon are each other.

 

Horizon is the premier Chantry of the Traditions.  It stands proud as a gathering place, a council where decisions are made – a mystical United Nations.  Horizon has existed for over five hundred years, and will continue to stand tall in the future.

 

Horizon is also the largest of the Umbral Realms created by Mages.  The majority of Horizon’s landscape was placed there by ancient, powerful Mages, through incredible rituals and displays of power.  The whole of Horizon is a sphere, the size of a small moon, approximately 2,500 miles in circumference (the Earth is approximately 25,000 miles, while the moon is about 6,700 miles.)  The days and seasons are magically kept in line with real-world Earth.

 

As large as Horizon is, most of it is still wilderness.  The few towns are spacious and secluded, with their populace often living in feudal conditions without modern technology.  This is the Traditions’ great world of magic, where enlightened Mages rule compassionately over the common people, and it is magic, not technology, that the common man relies upon.  Horizon was created during the Renaissance, and the majority of Horizon still lead their lives as if it were the 1400’s, sheltered from the technology and industry which has transformed the world below.

 

Horizon is a fantastic place for both Mages and Sleepers.  Not only is it the largest collection of Masters in the universe, but these are Masters who truly believe in the Traditions, and pursue their goals and beliefs with fervor.  The halls of Horizon are a place where a young student can sit down for tea, across from men who could level mountains with a thought.

 

Every nine years, all those Masters disappear from the cities and countryside of Horizon, gathering in the chambers of the Council of Nine in the city of Concordia.  At these Councils, they review their politics and goals, and the state of magic in the world.  Here, they define their plans for the next years, decades, and centuries.

 

Of course, with all the Masters locked away in the Council Chambers for a full year of discussion, Horizon is left without defense or inspiration.  That’s where you come in – each of your characters has been personally invited to come to Horizon for the duration of the meeting of the Council of Nine, to maintain order and experience the wonders of Horizon.

 

Our game begins in Spring of 1979, at the beginning of the 57th meeting of the Council of Nine Mystic Traditions.  For the last few hundred years, Horizon has been in decline, as a period of relative peace with their enemies has made some Masters feel that the organization and precision provided by the Nine Traditions is unnecessary.  The 55th meeting of the Council was marked with inter-tradition warfare, and the 56th meeting in 1970 was cancelled.  It was not until 1979 that the Masters regained enough trust in magical society to allow Mages to again meet in Horizon, and for your characters to be allowed to enter the realm.

 

Your primary task is to maintain control of Horizon – to form a stable political structure, and to deal with any conflicts and crises that arise while the Masters are away.  Secondly, it is hoped you will use your time to further your knowledge, through research and debate with your fellow Mages.  Finally, as a student of your Tradition and your Cabal, you are expected to use your time to increase the power and influence of your Tradition or Cabal, through any means necessary.