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ARS Ars Magica Rulebook -- $26.40 The Art of Magic. Fourth edition. Come to a land of adventure and mystery, of falling empires and rising nations, of legendary creatures and incredible myths. This is Ars Magica's Mythic Europe, where the power of magic is real and exists alongside historical figures and locations. Stories revolve around the covenant: one part mystical college, one part magical laboratory, one part Hermetic fortification, one part bastion of secrecy. Your Role: Grog, Companion, Magus. You'll take many roles. At times, you may be a grog, a stalwart guard of the covenant, well-paid for your labors with a life far more exciting than that of the common folk. At other times, you may be a companion, a respected friend of the covenant, using your professional skills for a share of the glory and the reward. You'll also take on the role of a magus, a wizard of legendary power, a leader of the covenant, a member of one of the Houses of Hermes. With each role you play, however, you have knowledge few others possess. You know of Ars Magica, the art of magic. A Magical Game. The first edition of Ars Magica set the benchmark for magic in fantasy roleplaying. It pioneered the storytelling style of roleplaying that has become so popular today. Its setting, Mythic Europe, sparked the imaginations of fantasy fans and history enthusiasts alike. The fourth edition of Ars Magica's core rulebook introduces improved systems in several key areas such as combat, character advancement, and covenant generation. This version of the game retains and improves upon Ars Magica's powerful and flexible magic system -- widely regarded as the best rules for magic in all of gaming. Ars Magica Fourth Edition also remains fully compatible with the game's previously released supplements. Ars Magica won the Gamer's Choice Award for Best Fantasy Roleplaying Game of 1988; the Fourth Edition was nominated for the Origins Award for Best Roleplaying Rules of 1996. 272 page paperback. Regular price $32.95. ARS Wizard's Grimoire -- $20.00 Magic Reigns Supreme. Revised edition. 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. 176 page paperback. Regular price $24.95. ARS Houses of Hermes -- $13.60 Learn the Secrets of the Magi. Houses of Hermes describes the twelve houses that compose the Order of Hermes, their origins, their histories, and their recent actions. It provides important and dynamic information for players and storyguides alike, adding detail and drama to any Ars Magica saga. It includes: - A plot connected to each house. Each plot is grand enough to serve as the focus of your troupe's saga. - Story ideas for each house, for shorter-term play. These ideas bring the natures and styles of the various houses to life. - Sample magi who can serve as the player characters' masters, as non-player character in your saga, or as models for mid-level magi. - New spells and abilities representing the houses' differing specialties, including faerie magic and the special spells of the quaesitoris. - An in-depth treatment of apprenticeship, from the apprentice's and master's points of view. - A record of the Order's history, from ancient times to A.D. 1220, including the crises that have shaken the Order and the growing threat from mundane civilization. 152 page paperback. Regular price $17.00. ARS Mythic Europe -- $14.40 World of Mystery. World of Myth. Your covenant is one of power and authority, control and mastery. To reach this pinnacle you have seized the lands around you, dominating all their meek inhabitants. You are lord of all you survey. However, there is a much greater world beyond the not-so-far horizon, a world controlled by others beyond your so-called power, a world waiting to put you under its heel. That world is Mythic Europe, and you are but a spark of light before its ominous shadow. Mythic Europe is a story supplement that presents the official setting of the Ars Magica game. It provides extensive and precise detail about the harsh medieval realms of your bold saga. It is of value to players and storyguides alike. 184 page paperback. Regular price $18.00. ARS Hedge Magic -- $12.00 "There is magic all around us..." This long-anticipated supplement features several non-Hermetic traditions of magic in Mythic Europe. The Cunning-folk live close to the land, and know how to make powerful charms, potions, and banes. Natural Magicians study the classical works of antiquity, finding in those scholarly works clues about working magic with formulae and ritual. Spirit Masters call entities of all sorts to them, and bargain with them for services. Finally, Ascetics, though meditation and austerity, are able to take their minds and bodies beyond the mundane limits of the world. Rules are provided that allow players to take on the roles of any of these four types of hedge wizards. Or, the storyguide can use them as inspiration for encounters and antagonists. One thing is certain: with these new inhabitants, Mythic Europe will never be the same. 80 page paperback. Regular price $14.95. ARS Ordo Nobilis -- $20.80 "Kings belong to a select caste separated from the commonality of man by birth and by God's anointment. A powerful rebellious subject may hold his king prisoner — and may even have him murdered — but will never stoop to treating his monarch publicly with anything less than the utmost respect and courtesy." 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. 224 page paperback. Regular price $25.95. ARS The Medieval Bestiary -- $16.00 I have searched far and wide to bring this information to you. I have read tomes dusty with disuse, and volumes on which the ink was barely dry. I have sought details from the great hunters and fishermen and listened to countless troubadours and raconteurs. In all this, I have worked to separate the true from the false, as one separates wheat from chaff. This work I commit to you and to posterity. -- Caprea filia Equus Minor of House Bjornaer, Crintera covenant, thirteen hundred and sixtieth year of Aries. By the thirteenth century, the bestiary was one of the most popular books available in Europe after the Bible. The bestiary was both morality play and encyclopedia. The emphasis was on morality play, since most bestiarists were monks or other Christian scholars. From their point of view, the habits of animals provided insight into how we humans should be living our lives as Christians. The Medieval Bestiary: Revised Edition is an Ars Magica supplement for player and storyguide alike. You should have this book if you plan to seek a familiar, play a shape-shifting Bjornaer, or tell stories that involve animals and fantastic beasts. The creatures described in this work are presented from a medieval point of view to help set the mood of your game. The creatures described within this bestiary are ones known to the people of Mythic Europe, the setting of Ars Magica. Thus, there are familiar animals -- horses and hounds, cats and cows -- and exotic creatures -- dragons, gryphons, and sirens. Each creature is presented with a description written by Caprea of House Bjornaer, which reflects her views as a maga and scholar in the Order of Hermes. Statistics are presented for creatures when appropriate, and are compatible with Ars Magica Fourth Edition. 128 page paperback. Regular price $19.95. ARS Kabbalah -- $17.60 Mythic Judaism. 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 practising 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. 160 page paperback. Regular price $21.95. ARS Ultima Thule -- $16.80 Mythic Scandinavia. 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! 144 page paperback. Regular price $20.95. ARS Parma Fabula -- $12.00 The Ars Magica Storyguide Screen. 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! Four panel screen and 32 page booklet. Regular price $14.95. ARS Triamore -- $16.80 The Covenant at Lucien's Folly -- Of this covenant I can tell you this: That it is located within the lands of the Holy Roman Empire, on the skirts of that temporal power, and that it enjoys some standing with Frederick II. That it makes its home in a great castle, and holds a manor of land as might a temporal lord or abbot, with a village of peasants under its hand. -- Goliard of Tremere 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. 144 page paperback. Regular price $20.95. ARS A Medievel Tapestry -- $17.60 Personalities of Mythic Europe. 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. 160 page paperback. Regular price $21.95. ARS Mythic Seas -- $13.60 The first few days on the sea tell you whether you will be able to bear any more. After that, you can begin the serious business of exploring the ship, hearing its history, learning the theory of its construction, and testing its effectiveness in the event you are attacked. -- from The Journeys of Edward the White 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! 96 page paperback. Regular price $16.95. ARS Mistridge -- $9.60 Shrouded in Mystery. Shrouded in Mist. Mistridge provides all the information you need to be a storyguide or player in the Mistridge Covenant setting. This book also offers extensive detail on Mythic Europe's Val du Bosque, and allows players the opportunity to create their own characters, or to assume the roles of vastly powerful wizards who have lorded over the covenant for centuries. This book is your means to a fabulous Ars Magica saga! 128 page paperback. Regular price $12.00. ARS Mythic Places -- $8.00 Places You've Only Dreamt of... Beyond the peasant's reckoning, nay, beyond the mundane world entirely, lie mythic realms that none but the learned, innicent and blessed may perceive. These realms are the resting places of great beings of potence, and if properly approached they may grant great gifts. But lo, to enter the realm is to risk all, for after entering, one may never again find the path back to the mundane world. This Ars Magica supplement presents five magical locales of Faerie, Magic, Dominion, and Infernal might, sites designed to be the foci of many different stories. These locales are unique because they are composed of regio, levels of magical potence. Each level characterizes a single mythic place in a new way so that each place really has several natures, not just that apparent to the mortal world. Numerous story hooks also provide you with a wealth of applications for each locale. Thus, Mythic Places offers a multitude of storytelling possibilities, presenting adventure locales that may be used again and again because they are rarely the same twice. 64 page paperback. Regular price $9.95. ARS More Mythic Places -- $8.00 Places You've Only Dreamt Of . . . This sourcebook provides five more unusual places to use as the basis for adventures in your Ars Magica saga. 64 page paperback. Regular price $9.95. ARS Medieval Handbook -- $16.00 A Sourcebook of 13th Century Europe. Wisdom, too, is Mightier than the Sword. This is a sourcebook on Europe of the 13th century, the inspiration for fantasy literature and roleplaying games. This book is written in the hand of a monk, Peter of Aalen, offering his perspective on the society and culture of the Middle Ages. This information is invaluable to your fantasy world, no matter what game you play, for it infuses brilliant color and rich texture into your tales. Particularly valuable to players of Ars Magica, this book presents the Hermetic perspective on Mythic Europe's society and culture. 160 page paperback. Regular price $20.00. ARS Sanctuary Of Ice -- $24.00 The Greater Alpine Tribunal. 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. 128 page hardcover. Regular price $29.95 ARS Blood And Sand -- $24.00 The Levant Tribunal. An Ars Magica Sourcebook of the Near East. 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. 128 page hardcover. Regular price $29.95. ARS Heirs to Merlin -- $18.40 The Stonehenge Tribunal. "Britain, the best of islands, is located in the Western Ocean, between France and Ireland. It is eight hundred miles long and two hundred wide, and provides plenty of everything that human beings need." -- from the introduction to Geoffrey of Monmouth's History of the Kings of Britain Heirs to Merlin: The Stonehenge Tribunal details Mythic Europe's England and Wales. This essential work surveys a fascinaging 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. 176 page paperback. Regular price $22.95. ARS Tribunals of Hermes : Iberia -- $9.60 The Iberian Tribunal. Forsaken Land. Forsaken Hope. Trapped between harsh mountains and turbulent seas, the Hermetic Tribunal of Iberia is fated, nay, condemned to isolation. Here on the penninsula of future Spain, the order of Hermes has established itself amongst a resolute people who struggle against their imprisonment and against savage invaders who seek to conquer what little they have. Even Iberia's magi contribute to her wars, fighting amongst themselves for magic, territory, and revenge. Here, in this bleak, war-torn land, you may find your destiny or your doom. Tribunals of Hermes: Iberia provides extensive background into both the mundane and magical realms of Mythic Europe's Spanish penninsula. Not only do you get everything you need to tell stories here, but you may choose from several fully developed covenants, or may create your own home on this desperate, forlorn coast. 126 page paperback. Regular price $12.00. ARS Tribunals of Hermes : Rome -- $9.60 The Roman Tribunal. Geez, Pa, It's Chock Full o' Demons! The birthplace of an Empire. The heart of Christendom. The nexus of the Order of Hermes. The Roman Tribunal is the most magnificent land in Mythic Europe and utterly damned. The powers of darkness corrupt Rome's people, taint its Church and stifle its magic. Here mortal fights mortal and magus fights magus, all for prizes long-forgotten. In a land of great marvels, the greatest is simply survival. This book provides extensive detail on the magical and mundane realms of Mythic Europe's Italian peninsula. Here players and storyguides will find everything needed to create a saga in a land remembered for its glory, now renowned for its corruption. 124 page paperback. Regular price $12.00. ARS Lion of the North -- $12.00 The Loch Leglean Tribunal. Come to a land of hills and shadow, where faeries evil and benign daily touch the lives of the inhabitants. Here, near-immortal magicians change throughout the centuries into hideous monsters, and monoliths tell of ancient battles in tongues spoken only by a few shadowy magi. Lion of the North includes everything you need to play individual stories or entire sagas set in Mythic Scotland. You'll find extensive historical background on the region, as well as new creatures, rules for new magi, and much more. 152 page paperback. Regular price $14.95. ARS Return of the Stormrider -- $12.00 A Fourth Edition Jump-Start Scenario. Nothing Lasts Forever. A century ago the fury of the storm took human form and became the Stormrider, a dark creature of boundless rage. Then, some twenty-three years ago, this great evil was vanquished and mortal men became heroes. Now the tempest rises again. The Storm Steed's hoofprints scorch the earth as the Stormrider lays waste to everything in his path. Everyone prayed that the Stormrider was gone forever . . . but nothing lasts forever. This Jump Start Kit is designed to introduce new players and storyguides to Ars Magica and start them playing with a minimum of preparation. This book includes pregenerated characters complete with detailed backgrounds and goals. It contains informative handouts to instruct first time players on how to read their character sheets, roll dice, cast spells, and wage combat. Finally, the story integrates elements of the original Stormrider Jump-Start Kit with new events, making it equally enjoyable for first time players and veterans of the original Stormrider scenario. 96 page paperback. Regular price $14.95. ARS The Bishop's Staff -- $8.80 What He Shuts No Man Shall Open -- Isaiah 22:22. 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 onto 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. 48 page paperback. Regular price $10.95. ARS A Midsummer Night's Dream -- $9.60 Part I of the Four Seasons Tetrology. Forged in Fire. Forged in Magic. The life of the tree and your covenant are one. Your stone foundations are your cold seed, and only through struggle and fate's kindness may your spring thorns turn to Summer's branches, reaching like your burgeoning power and influence. This supplement is the first in the Four Seasons Tetrology. In this series of tales, the characters and their vulnerable Spring covenant must persevere through apocalyptic war and delicate faerie intrigue to survive magical infancy. Only by succeeding in their efforts may the characters know the glory of Summer. 96 page paperback. Regular price $12.00. ARS A Winter's Tale -- $10.40 Part III of the Four Seasons Tetrology. A tale must be told of Autumn's death... This Ars Magica supplement is part three in the Four Seasons Tetrology, and follows in the footsteps of The Tempest. Herein the Storyguide will find the information needed to organize the descent of your covenant from Autumn to Winter. This book consists of several interrelated adventures that detail the collapse and perhaps destruction of a once proud covenant. The characters must come to grips with the malign threat posed by a band of diabolists who aspire to bring about Armageddon. Unbeknownst to the characters, they have been at the root of the diabolists' machinations from their very beginnings. Now the magi must undo what has gone in the past or their covenant will not merely pass into Winter, but may pass from existence. 96 page paperback. Regular price $12.95. ARS The Stormrider -- $8.00 Third Edition Jump Start Scenario. A Creature of Legend: The Stormrider. Loose upon the winds of the tempest, astride his evil black steed, is a creature of the storm. It is said you can see him galloping upon the gray storm clouds, urging the winds to greater ferocity. When his anger is especially fierce, he descends to the earth to wreak havoc, leaving a trail of flaming hoofprints behind. Some say he was a man whose passion overcame him, others say that he is a foul demon, a Horseman of the Apocalypse. The Magus Grimgroth insists that he is an elemental, a magical incarnation of the storm itself. But whatever they think he is, they all know him as the Stormrider. The Stormrider is a Jump Start Kit for Ars Magica Third Edition. Rules briefings and characters are included on perforated characters within. The supplement also includes complete rules for elementals, including 16 different examples. 64 page paperback. Regular price $9.95. ARS Deadly Legacy -- $9.60 Legend of Fate. Legend of Doom. Legends are tales of the past, done and gone, touching the world only in memory. The foolish scoff at legends, dismissing them out of hand. You, though of a young covenant, know better. You know the past forges the present. You know the past hints at the future. You know the legends of tomorrow will speak of today. You know those legends can be yours. Deadly Legacy is a story supplement that thrusts the characters of a young Spring covenant into the harsh and dangerous world of mundane legend and intrigue. Indeed, you are pitted against warring nobles, the Church, and foes beyond this mortal realm. Contend with all and garner vast power and trusted allies for the future. Fail your effort and newfound enemies will haunt you to the end of your numbered days. 72 page paperback. Regular price $12.00. ARS Pact of Pasaquine -- $10.40 A Howl of Vengeance. For centuries the Pact has protected the peasants of Pasaquine from the enmity of Hrulgar, Prince of the faerie forest. But now the wolf cub of Hrulgar has been slain and the pack leader demands revenge. What sinister plot lies at the bottom of this horrible calamity and what will happen to the people of the village? More importantly, will this gnarled tree of events draw the covenant into its boughs and cause an irreparable rift between itself and the village? This supplement describes both the "peaceful" village of Pasaquine and the nearby faerie forest in detail and depth. It also includes a connected story-adventure which will help bring your saga to life. 96 page paperback. Regular price $12.95. ARS Black Death -- $10.40 Death comes to us in many horrible forms. Black Death is an adventure that pits the characters against a most fearsome foe: the plague. The town of Montrouge has fallen victim to contagion, and the neighboring covenant, Ad Vis Per Veritas, has fallen with it. If the characters hope to salvage Ad Vis Per Veritas, reunite its scattered magi and preserve its rich source of vis, they must risk the plague themselves. Though the may resist the Black Death and rebuild Montrouge, the characters soon learn that a more diabolical power is at work, that the plague may have had origins within the Order of Hermes itself.... 112 page paperback. Regular price $12.95. ARS Trial By Fire -- $6.40 The Ancient Wyrm Stirs. This adventure takes the magi to yet another corner of Mythic Europe: Flanders, a medieval center of flourishing trade and the arts. With a mighty dragon as the chief adversary, this adventure will prove a challenge for even the most powerful of magi; and yet the less experienced, too, may have a chance at success if they can prove their worth through guile and diplomacy! 32 page paperback. Regular price $7.95. |
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