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Roleplaying Games - Ars Magica

Ars Magica 5th Edition
Ars Magica ("The Art of Magic") is the
award-winning roleplaying game by Jonathan Tweet and Mark Rein-Hagen
that focuses on wizards who are as powerful as those we know from
legend and literature; in the land of Mythic Europe, those legends are
real. The rules encourage players to develop their characters over
long periods of time, and make the covenant -- the home base of the
characters -- central to the stories. Troupe-style roleplaying allows
players to take on the roles of multiple characters, so that the
players have equal access to power even though the characters do not.
This new edition is rewritten to improve the rules
for existing players, and to be more attractive and accessible to new
audiences. It features all-new graphic design, two-color interior
printing, hardcover binding, and a special introductory price.
$35.00
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The Broken Covenant of Calebais
Fifty years ago, the covenant of Calebais was
destroyed.
No one knows how or why such a powerful and well-defended group of
wizards could possibly fall. The truth behind the tragedy only comes
to light when you and your friends uncover this mystery. From
faerie-inhabited forests to the long-abandoned ruins of a wizardly
palace to the inner chambers of a secretive convent, The Broken
Covenant of Calebais goes to the roots of roleplaying -- to the
early days of fantasy stories -- when realism, romance, mystery, and
magic were foremost in mind.
This revised edition of The Broken Covenant of Calebais is the third
version of the adventure to be published for Ars Magica. Calebais
was the first adventure published for the First Edition of the game,
and was reworked for Second Edition. Now, to coincide with the
release of the game's Fifth Edition, this classic has been revised
and expanded once more. Although the plot, setting, and atmosphere
remain the same, the text has been almost completely rewritten to
integrate this classic adventure into the newest and best version of
Ars Magica.
$19.95
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Houses of Hermes: True Lineages A Player's
Sourcebook
The True Lineages are the backbone of the Order of
Hermes. In these four Hermetic Houses, each magus was taught by a
magus of the House, and that master-apprentice relationship goes
back to the founders. This sourcebook details the four True
Lineages, including rules for original research, unique forms of
magic, and new Virtues and Flaws.
House Bonisagus descends from the two magi who created the Order,
and continues to supply knowledge and leadership. They explore the
theoretical applications of magic, delving deeper into its arcane
secrets. And they advocate peace and cooperation among the Houses,
searching for other wizards who might contribute to the community of
magi.
House Guernicus upholds and enforces the Code of Hermes as the
official judges and investigators of the Order. Its Quaesitores
believe they stand against the wheel of fate, slowing it as best
they can. By the efforts of its magi, the basic structures of
Hermetic society have remained intact for over four hundred years.
House Mercere holds the magi of Mythic Europe together by
facilitating communication, encouraging trade, and aiding their
sodales. Its heralds, heroes, mercenaries, and merchants reflect the
contractictions of their House: it is exotic, but traditional;
loyal, but self-centered; proud, but humble.
House Tremere provides the strength of the Order. It controls events
and prepares for coming battles, gathering influence and resources
to respond to crises as they draw near. Tremere are pragmatic,
dutiful, and courageous magi who know that Mythic Europe is a
chaotic and dangerous place.
These are the True Lineages. Without them all, the Order of Hermes
would surely fall.
Format: 144 pages,
8.5" x 11", case bound
$29.95
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Guardians of the Forests: The Rhine Tribunal
Guardians of the Forests details the birthplace of
the Order of Hermes, Mythic Germany. From the sinister faerie
heights of the Black Forest, home to Durenmar, through the
prosperous and venerable cities of the Rhineland, to the fog-ridden
Harz Mountains, to the lowland plain and Crintera's island retreat
on the Baltic coast, the northern Holy Roman Empire is a diverse
landscape of countless magical and faerie forests, interspersed with
a patchwork of powerful realms, where prince-bishops vie with dukes
and merchant gilds for temporal power. This is the land of the epic
Nibelungenlied, the heroic conquests of Charlemagne and Frederick
Barbarossa, the miracles of St. Boniface, the splendour of the
Imperial Cathedrals, the gifts of minstrels and wood-wives, and the
curses of witches and the Wild Hunt.
Guardians of the Forests reveals the many unique traditions of the
First Tribunal, its archaic politics and lost glories, its reverence
for its founders and its woodlands, the workings of the Great
Library of Durenmar, and the secrets of those who pursue obscure
wilderness paths in search of the primal power of the Forest. The
richness of the German landscape is fully explored, replete with
numerous story and saga ideas. The region of the Rhine Gorge
receives a special focus -- its lost covenants, vis sources, sites
of legend, towns, castles, inhabitants, and a mysterious curse are
all detailed -- providing a perfect location to jump-start an Ars
Magica 5th Edition saga.
Format: 144 pages,
8.5" x 11", case bound
$29.95
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Realms of Power: The Divine
God is the patron of the Jewish people, his chosen
people, guiding them through history and ultimately back to the Promised
Land.
God is three and one, incarnate in Christ His Son, and offers salvation
to all equally.
God is pure unity, with no parents or children, saving all who submit to
His Will.
God is beyond human understanding, and all the above statements are
true.
But the Divine Realm is not completely beyond human comprehension, and
this book explains the power of God in Mythic Europe. From descriptions
of each of the three great Divine religions, Judaism, Christianity, and
Islam, to rules for Divinely-empowered wonder workers and angels, this
book contains everything needed to include the Divine in your Ars Magica
saga.
Format: 144 pages, 8.5" x 11", case bound
$29.95
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Realms of Power - The Infernal
Demons work to corrupt all the people of Mythic
Europe. They take on attractive forms, but ultimately they seek to drag
all of humanity down into damnation with them. No matter the nation, the
creed, or the race, they are the true enemy.
The thirteen chapters of this book cover all of the
manifestations of the forces of the Evil One. The purest appearances are
the infernal auras, regiones, and vis, all of which taint those who
merely come into contact with them.
Almost as pure are the demons of hell. The central
section discusses the nine Orders of demons, providing rules for
creating your own demons, as well as examples of demons from every Order
and with different motivations. Some demons seek to corrupt, others to
deceive, and still others simply to destroy.
Finally, there are rules for human characters caught
up in Hell's plots. Whether demons have shaped their lives since before
birth, or they have foolishly bargained for infernal powers, these
chapters show how to use them as foes in your saga.
Be ready to fight, with sword, spell, and faith.
144 pages
$29.95
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Realms of Power: Magic
An Ars Magica Sourcebook
Of the four realms of power in Mythic Europe, Magic is
at once the most familiar and the most alien. It's the source of power
wielded by Hermetic magi, but it cares nothing for human concerns.
Elementals are the essence of the elements given form; what are emotions
to them? Dragons are ancient beyond belief; why should they concern
themselves with the affairs of men? Spirits are bound to the phenomena of
the natural world, not to the creations of humanity. And even those humans
transformed by Magic have their own strange ambitions, divorced from the
petty desires of mortals.
But despite this indifference, creatures and places of
Magic are inexorably drawn into the lives of magi, as the members of the
Order of Hermes hunt for vis, familiars, covenant sites, and the mysteries
of the Magic Realm.
This book shows how to create creatures of Magic of all
kinds, as player characters or antagonists. Extensive examples are
included, from the Beasts of Virtue that exemplify animals to the spirits
of emotions, from great fire-breathing dragons to tiny fire-breathing
mice, and from elementals born of matter untouched by human hands to the
walking corpses of the unquiet dead. Delve into these pages to uncover the
secrets of vis, magic auras, and even the Realm of Magic itself!
$29.95 |
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Covenants
An Ars Magica Player's Sourcebook
The covenant is the home of magi and the heart of an Ars Magica saga.
Much more than just a base camp, its prosperity determines the power and
safety of the characters who live there, and the challenges faced by a
covenant shape the whole saga. The Covenants sourcebook includes:
- New Boons and Hooks, for a wide range of saga
styles
- Guidance on governance and covenfolk
- Story-based rules for determining the covenant's
wealth
- Rules for developing libraries and enchanting books
- Rules for personalizing and improving a magus's
laboratory.
Everything you need to bring your covenant to life is
here!
$29.95
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The Mysteries Revised Edition
Secrecy is Power
There are Mystery Cults beyond the four Houses within
the Order of Hermes. They keep their secrets from other magi, revealing
their knowledge one piece at a time to those who undergo grueling
initiations. This book reveals all, from alchemists seeking immortality
to theurgists trying to become gods. Now your magus can also walk the
path of The Mysteries.
144 pages, hardcover
$29.95
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City & Guild
In the thirteenth century towns and cities are growing
all over Mythic Europe. Covenants that were once in remote forests find
themselves within sight of city walls, and regions that were once cut off
from the world are now visited by traders from distant parts. For many
covenants, cities are a great opportunity; craftsmen and merchants can
provide anything that the covenant needs, and buy its surplus. Some
covenants are even established within towns, or as small towns.
This supplement for Ars Magica Fifth Edition provides background on the
facts of life in the towns of medieval Europe, and rules for craftsmen and
traders. Clever magi could become the greatest merchant princes of Europe,
or gain renown as suppliers of the most valuable tapestries. Less clever
magi could find themselves manipulated by existing merchant princes, or
tricked into buying shoddy goods. With an emphasis on stories rather than
accountancy, this book opens a new stage for your Ars Magica saga.
$29.95
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The Lion and the Lily
The Ars Magica Sourcebook of the Normandy Tribunal
In much of Mythic Europe, magi build covenants in remote
wildernesses to avoid contact with mundanes. In northern France — the
Normandy Tribunal — this is all but impossible. The wildernesses have
been tamed and plowed under, the Church plants monasteries in the wastes,
noble lords build castles to enforce their rule, and great cities grow up
where once was nothing but fen. The magi of the Order of Hermes have
adapted to living closely with mundane society in Normandy, even
distributing their limited magical resources by way of contests modeled on
the chivalric tournaments of the nobility.
But while magic is under pressure in Normandy, it is far
from dead. Ancient megaliths stud the landscape, faeries control many
forests, and caves and burial mounds hide relics of the past. Demons and
monsters imprisoned in ages past by saints and sorcerers stir uneasily in
their confinement, and magi wield potent and spectacular magic throughout
the land.
The Lion and the Lily provides full details for the
Normandy Tribunal, where magi must balance the demands of the nobility,
cities, Church, and Tribunal.
$29.95 |
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Art & Academe
An Ars Magica Sourcebook
The magi of the Order of Hermes are not the only
scholars and artists in Mythic Europe. In the Greek and Muslim lands,
traditions of learning stretch back unbroken over centuries, while
scholarship has emerged from long centuries of neglect in the Latin West
with great vigor. From parish schools to the new universities, learning
and creativity are everywhere.
Nor is this learning entirely theoretical. Doctors can
cure many illnesses, and preserve the health of their charges. Natural
philosophers can manipulate substances in a way that appears magical to
the ill-informed, and gain some hints as to the future from the positions
of the stars. The natural laws of Mythic Europe are very different from
those of our world, and many strange things can be achieved by those who
understand their secrets. Artists create the great cathedrals, but also
more humble paintings, songs, and sculptures. The greatest of them draw
the attention of the supernatural, and become part of the legends of the
land.
Art & Academe provides background on the academic
life of Mythic Europe, and rules for activities reaching from the
astrology and alchemy of the natural philosopher to the regimens and
treatments of the medic, from university disputations to the creation of
masterpieces of art. Art & Academe takes your saga to the very limits
of medieval scientific knowledge.
$29.95 |
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Tales of Mythic Europe
An Ars Magica Sourcebook
Mythic Europe is a place of heroism and cowardice, honor
and betrayal, wonder and horror. Introduce this full range of possibility
into your saga's stories with Tales of Mythic Europe, a collection of
short adventures for Ars Magica Fifth Edition.
From a ship plagued by a faerie, to a noblewoman plagued
by her neighbors. From a village facing a feud, to a town facing unnatural
murders. From the godly machinations of churchmen, to the diabolic
machinations of demons. Combat, politics, magic, and mystery fill the
stories in Tales of Mythic Europe, to help you reach the furthest limits
of Mythic Europe in your own game.
$27.95 |
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The Wizards Grimoire
Magic is the supreme power of Mythic Europe, and this tome of knowledge contains a whole host of new directions for magic. It features new templates for player character magi, essays that examine topics of concern to the wizardly class, rules for
improving laboratories in a myriad of ways, sample magic items that demonstrate possibilities and save storyguide time, more than a hundred new spells for use in your Ars Magica saga, and much more.
As a revised edition, though, this supplement isn't just a reprint. In addition to updating the original Wizard's Grimoire for the Fourth Edition, this book includes a substantial portion of all new material. Completely new rules for faerie magic and a sizable expansion to the Fourth Edition's new book rules only scratch the surface. Truly, this is a
must-have item for all players and storyguides who play Ars Magica Fourth Edition.
$24.95
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Hedge Magic, Revised Edition
An Ars Magica Sourcebook
Hermetic magi believe themselves to be the
undisputed masters of magic in Mythic Europe. Certainly, there are a
few hedge wizards, but their numbers and powers are surely negligible
compared to the might of the Order of Hermes.
Those "hedge wizards" would beg to differ.
Hedge Magic provides you with all the information
needed to play a hedge wizard from any of six different traditions, or
to introduce them as allies or antagonists for a Hermetic covenant.
The scholarly magicians cluster in universities, while the folk
witches ply their trade in the villages. Elementalists control the
building blocks of reality, while gruagachan deal out curses and
blessings in the interests of justice. Nightwalkers leave their bodies
to fight for the prosperity of their homes, while in the vasts of the
north, rune wizards patiently wait.
$29.95
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Ordo Nobilis
Ordo Nobilis is a survey of Mythic European nobility. It looks behind the stereotypes, presenting a detailed picture of the noble life by defining what a noble is, what various noble ranks and titles mean, how nobles interacted with each other, and how they
interacted with broader society. It examines their concerns and interests, how they lived, what they did with their time, and how they did it.
Ordo Nobilis includes a number of new mechanical options for combat (especially knightly combat), introduces a new system for monetary record-keeping based on the Mythic Penny, contains a system for resolving legal conflicts, and presents three scenarios that take full advantage of these options.
$25.95
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The Mysteries
From the academies of Greece, the cults of Rome, the scriptoriums of Christian monks, the minarets of Islamic sages, and the stone circles of the ancients, the mystery of magic whispers to those precious few who possess the Gift. The Order of Hermes, the legacy of the greatest wizards of Mythic Europe, listens well.
The Mysteries dares Ars Magica players to delve deeper in the minds of magi than ever before by revealing a new level of intrigue and magic at work within the Order of Hermes. This new
supplement for playing Hermetic magi exposes a treasure-trove of secrets from the discoverers of magic and the hidden sects within the Order. Dozens of new spells, lab activities, and Virtues bring medieval science, magic, and mysticism to life, including the marvels of alchemy, dream magic, astrology, and daemonology.
$21.95
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Kabbalah
In 1018 AD, while secretly aiding the Christian forces against the Moors of Spain, the Flambeau of
Val-Negra stumbled upon a small, secretive group of hedge wizards
practicing their magic within the Christian city of Barcelona. Offended by this affront to the Order, the magi initiated contact with the new rivals rather bluntly: "join or die!"
Kabbalah: Mythic Judaism delves into the Jewish Quarters of Mythic Europe, investigating the full spectrum of Jewish law, history, faith, and legend. It reveals the mysteries of Kabbalah, its scope ranging from gematria to the Tree of Life to the creation of golems. In addition to
providing full rules for creating kabbalist characters, it details two new classes of hedge wizards: baal shem and necromancers. Players and storyguides alike will find a wealth of
information within.
$21.95
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Ultima Thule
When the universe began, there was only a chasm so immense that even the gods would become dizzy looking into it, known as the Ginnugagap. It was here that Yggdrasil — the World Tree — would lay down its roots.
Ultima Thule: Mythic Scandinavia is the sourcebook of Norway, Sweden, Denmark, Iceland, and Greenland. It describes the denizens of these lands, delving into their culture, rulers, customs, calendar, myths, and deities. It talks about their often-violent relationships with Mythic Europe's other nations — England, Ireland, Scotland, and Russia, to name but a few. Scandinavian mythology is covered extensively, from
otherworldly places to gods, creatures, and races.
Ultima Thule is more than a background manual, though. It provides exhaustive rules for Norse character creation. In addition to rules for grogs and companions, new mystic companions are introduced. The vitkir are runemasters who draw their might from
chiseled and drawn characters of power. A completely new system of magic is presented that allows these characters to
loose the power of the runes. Finnish wind wizards are also presented; they provide a new twist on weather magic.
Any roleplayer with an interest in Mythic Scandinavia should have Ultima Thule!
$20.95
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Parma Fabula
Parma Fabula is a two-part supplement, consisting of a four
panel, card stock storyguide's screen and an inserted booklet full of useful information.
The screen contains a wealth of useful information, including all
of the charts and tables the storyguide needs to adjudicate most combat and
spellcasting situations.
The booklet is full of storyguide resources that can be used in any
saga. It includes a plethora of artifacts, objets d'art, and other noteworthy items
ready to be included in your own adventures, a fully-described library developed with the new
fourth edition book rules in mind, to be dropped right into your own covenant; a company of
mercenary grogs that are perfect as supplementary covenant
guards, followers for a player character mercenary leader, or ready-made non-player
characters; and much more!
$14.95
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Triamore
Triamore is an Ars Magica Fourth Edition sourcebook covering this unique covenant, its manorial holdings, and the surrounding region. It's more than a narrow treatment of these topics, though — it's a treatise on the society, politics, and manorial life that surround every covenant, explaining how
Triamore, Bois de Haillot, and Brabant are similar to — or differ from — every covenant, village, county, or duchy across Mythic Europe. More than that, Triamore presents a complete overview of a living, thriving covenant, ready for occupation as-is by a group of player characters, for use as a detailed NPC covenant, or merely as an example of what a
well-developed covenant can be in an Ars Magica campaign, filled with ideas that may be
scavenged for your own saga. For any storyguide or player seeking a focused look at day-to-day life in a covenant and in rural medieval society, Triamore is a complete and detailed study.
$20.95
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A Medieval Tapestry
Personalities of Mythic Europe is a 160-page sourcebook, featuring dozens of unique characters to be added to your Ars Magica saga, plus informational inserts and story ideas, as well as magus archetypes. A Medieval Tapestry serves several purposes:
- It illustrates character creation under the rules of Fourth Edition. The characters are practical examples and creative inspiration for players and
storyguides making their own characters.
- It is a source of ready-made characters for use by players and
storyguides alike. If a new player drops into your saga for one game, you can just grab a character from this book rather than generating one from scratch. Or, as a
storyguide, you can turn to this book when you need an NPC on the fly.
- The characters and related inserts educate players about the setting of Mythic Europe and medieval history. Besides being interesting in their own right, the characters shed life on the typical and the unusual in medieval society.
- Informative inserts cover such topics as medieval law,
hunting in the middle ages, the Knights Templar, heresy, and more.
$21.95
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The Mythic Seas
The Mythic Seas explores the vast, whitecapped portion of Mythic Europe covered only in water and ultimately ruled
only by the whims of God. This book examines the ships that travel the ocean waters, offering rules for their creation and maintenance. It delves into the myths and legends of the briny deep, suggesting scenarios and sagas to test the mettle of magi. It provides rules for trading holds full of cargo on exotic shores. It details a host of sea-beasts mundane and magical. It offers new spells, new books, and new character archetypes. No roleplayer with any interest in high adventure should pass by The Mythic Seas!
$16.95
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Heirs to Merlin
Heirs to Merlin: The Stonehenge Tribunal details Mythic Europe's England and Wales. This essential work surveys a
fascinating land ripe for adventure, from tales of King Arthur to the death of Thomas Becket, from the coming of the Order of Hermes to the ascendance of Blackthorn covenant, and from the druids' stone circles to tales of the English saints.
Ars Magica storyguides will come away from Heirs to Merlin with the background knowledge and inspiration necessary to run truly epic campaigns set in the Stonehenge Tribunal. And due to the multitude of saga options presented, even players of Stonehenge sagas can read Heirs to Merlin — every single page — without worry that an
adventure's secrets will be spoiled. An entire troupe's access to this book will ensure a roleplaying experience of astounding depth.
$22.95
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The Bishop's Staff
Many are the secrets of Sapientia Aetatum, an
unusual winter covenant found inside the walls of an ancient Roman
town.
Though many believe it dissolved long ago, one day a
messenger brings the player magi an invitation to visit. Lured by the
prospect of a political ally and magical trading partner, the players
are drawn into a web of intrigue and dangerous entanglement with
mundanes and the Church. All of their magical, investigative, and
diplomatic skills will be required to find a vanished wizard, prevent
a pogrom from being unleashed upon innocents, and understand the
mystery of a saintly visitation. This 48-page adventure features maps
and descriptions of the town, covenant, and many characters, as well
as new rules for Karaite magic, an unusual tradition springing out of
the mysticism of a Jewish sect that has flourished at Sapientia
Aetatum.
$10.95
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Blood & Sand
Welcome to a land of contrasts . . . from the lofty
mountains of Asia Minor to the luxuriant green of the Nile valley,
from ageless cities to young kingdoms, from bustling sea ports to
impregnable castles. Welcome to a land torn between religious wars and
tortuous politics, theater of the clash between East and West, a place
where two cultures collide. Welcome to a land of wonders, haunted by
stone memories of lost civilizations, inhabited by powerful sorcerers,
home to the finest scholars of both worlds. Welcome to a land of
opportunities, where the lucky and strong can achieve fame and riches
beyond measure, but where the corpses of the weak and the slow litter
the ground. Blood and Sand is the guide to the Hermetic tribunal of
the Levant. It details the mundane and Hermetic geography and history
of the area, shaped by Islam and the Crusades. It describes the
mundane and magical inhabitants of the region, be they emirs in mighty
castles or traders in the Latin states, magi of Hermes or Muslim
sorcerers, jinn or naddahas. From the Ark of the Covenant to the
criminal underworld of Acre, this book provides everything you need
for a saga set in this most volatile of Hermetic tribunals.
Author: Niall G. F. Christie, 128 pages
-- 8.5" x 11"
$29.95
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Land of Fire and Ice
The Ars Magica Sourcebook of Mythic Iceland by Mark
Shirley and David Woods
Visit a land of wonders . . .
a place where glaciers stretch to the horizon, where fissures pour
forth rivers of molten rock, where giants still tread and ancient
spirits guard forgotten secrets. Iceland sits on the edge of the
frozen sea, its people clinging to the coastal lowlands while the
interior is still the realm of the giants, trolls, spirits and
fantastic beasts. On the civilized mainland creatures of legend may
rarely show themselves, but in Iceland they rarely hide. Within Europe
the Order of Hermes holds absolute magical dominion, but Icelandic
magicians go about their business unaware of the Order of Hermes, its
magi and their pretensions. These Norse wizards concern themselves
with the politics of spirits, warding against troll raids and wresting
a good growing season from Iceland's capricious weather.
Land of Fire and Ice gives your troupe the
opportunity to explore this wondrous land ruled by the law, rather
than by a king. Magicians live in harmony with their mundane
neighbors, but feuds bubble under the veneer of civilization.
Included in Land of Fire and Ice are:
- A detailed description of Iceland's mundane and
mystical landscape, culture and law
- Two major saga outlines and many story seeds
- Two magical traditions unique to Iceland, the
galdramen and the trollsons
$29.95
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Sanctuary of Ice
The Ars Magica Sourcebook of the Greater Alpine
Tribunal by Timothy Ferguson
The Heights of the Hermetic Order ...
For hundreds of years the magi of the Greater Alpine
Tribunal have maintained Hermetic peace. Not for them the squabbles of
the border tribunals, the petty incursions, the little animosities. In
the valleys of the Alps, Hermetic culture and Hermetic magi have
flourished. Covenants which knew the voices of the Founders nurture
ancient magi here, magi whose powers caress the edges of the possible.
Only those things sanctified by time survive the harshness of the
mountains. Everything here is armored with the strength of centuries.
This supplement takes familiar elements of Hermetic
culture and rebuilds them, without the scrimping and compromises of
life at the edge of the Hermetic lands. Redcaps and Order-endorsed
hedge traditions blossom under the aegis of Hermetic justice, justice
enforced by the cunning and the ruthless. Hermetic trade and intrigue
weave strands of interdependence between bitter rivals, so that
Wizard's War seems a refreshingly rustic way of settling disputes.
Sanctuary of Ice describes the Hermetic quest for
longevity, and the magi who cheat death as ghosts. It considers the
plans of the Primi of House Jerbiton and House Criamon, and the
schemes of magi more faerie than human. It describes Hermetic culture
at the apex - the tribunal where moonlight is woven into every stone.
$29.95
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Faerie Stories
Inspired by the legends of
Brittany, Faerie
Stories is a collection of ideas and detailed supporting information
for Ars Magica, with a common theme: encounters and dealings with
faeries. It is a simple but useful tool for storyguides and their
troupes; a source of tales and ideas, ready to use when the storyguide
needs an incident to fill a gap in the flow of play, or is looking for
some fresh inspiration. While nominally set in northwestern France, it
can easily be moved elsewhere in Mythic Europe.
Description: 112 pages, perfect bound softcover
$22.95
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Cause and Cure
An Ars Magica Adventure by Michael Geller and John
Kasab
The Misty Palace is a place of danger and
self-reflection, where the characters' actions determine whether they
live or die. They must face themselves on a footing where there is
less difference between magus and mundane, deacon and ditch-digger,
grog and grape-grower than in Mythic Europe. The characters must learn
more about themselves in order to survive.
$17.95
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GG010200

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Ancient Magic
A Player's Sourcebook for Ars Magica 5th Edition
Legends tell of the mighty wizards of the past, sorcerers with powers that
dwarf those of the magi of the Order of Hermes. Hyperboreans whose spells
lasted a generation, necromancers of Canaan who could summon any of the
dead, rune magic that brushed aside Magic Resistance like cobwebs; all
these stories circulate in the Covenants of the Order. Other forms of
magic are so ancient that even the legends have become rare. The Seekers
are those magi of the Order who search for these secrets, aiming for the
glory of being the one to bring the power to modern magi.
This book contains descriptions of nine forms of ancient magic, and rules
for integrating their secrets into Hermetic theory. From the frozen north
to the westernmost edge of the world, from humankind's earliest homes to
grand temples of the classical world, the quest can lead your characters
anywhere in Mythic Europe, and even beyond. How far will they go for
knowledge?
$29.95
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GG011985

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Houses of Hermes: Societates
An Ars Magica Player's Sourcebook
The third and final volume in the Houses of Hermes series, Societates
covers Houses Flambeau, Jerbiton, Tytalus, and Ex Miscellanea. These
houses are formed of wizards who have come together out of shared
interests and philosophies.
House Flambeau includes the champions and knights of the Order, individual
warriors who fight for glory and honor, both their own and that of the
Order as a whole. The House admires bold adventurers who seek out and
overcome fearsome opponents. Worthy opponents are chosen according to the
magus's sense of honor, not external rules. As a result, many of the
Order's Hoplites are from House Flambeau, as are many of the magi they
hunt down.
House Jerbiton live lives in pursuit of beauty, and in pursuit of living
beautifully. This requires interaction with the world beyond the Order of
Hermes, both for the sake of the beauty found there and to avoid the
stunted lives that result from a life lived entirely within a covenant.
Experts in the use of Mentem and Imaginem, followers of Jerbiton generally
prefer to interact subtly with the world. The fall of Constantinople has,
however, been a great shock to them, and has pushed the House onto a more
active path.
House Tytalus thrive on, and admire, conflict. The main conflict they see
is between an individual's nature and the rules imposed by surrounding
society, but this central conflict plays out in many, less abstract,
contests. They are renowned for long-running rivalries with their
Housemates, convoluted political schemes, and activities that skirt the
edges of legality.
House Ex Miscellanea gathers together magi who do not fit into any other
House, normally because they are still tied to elements of a pre-Hermetic
tradition. The House claims to embody unity in diversity, but the emphasis
is definitely on the diversity. This book provides eight detailed examples
of traditions within the House, complete with rules for their non-Hermetic
abilities.
Format: 144 pages, hardcover
$29.95
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GG012200

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