[e23-announce] Released October 31, 2006
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Wed Nov 1 00:00:03 CST 2006
Released October 31, 2006
Shamans: The Hidden Paths ( http://e23.sjgames.com/item.html?id=AG0250 )
Designed for use with Ars Magica Third Edition, this book explores Mythic Europe's mysterious tradition of shamanic magic. With this book you can become a mystical shaman, traveling the spirit world and bending its otherworldly inhabitants to your will. You can become a fierce shapechanger, gifted with . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0250 )
The Broken Covenant of Calebais ( http://e23.sjgames.com/item.html?id=AG0275 )
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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0275 )
Guardians of the Forests: The Rhine Tribunal ( http://e23.sjgames.com/item.html?id=AG0276 )
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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0276 )
A Midsummer Night's Dream: Part I of the Four Seasons Tetrology ( http://e23.sjgames.com/item.html?id=AG0500 )
Forged in Fire; Forged in MagicThe 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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0500 )
The Tempest: Part II of the Four Seasons Tetrology ( http://e23.sjgames.com/item.html?id=AG0501 )
Mysterious pools of blood have begun to appear around your covenant and the magical aura has slowly begun to disappear. What is the cause of this curse and can it be stopped before the covenant is destroyed? The fate of the entire Order of Hermes is in the characters' hands, as they must struggle against . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0501 )
A Winter's Tale: Part III of the Four Seasons Tetrology ( http://e23.sjgames.com/item.html?id=AG0502 )
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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0502 )
Twelfth Night: Part IV of the Four Seasons Tetrology ( http://e23.sjgames.com/item.html?id=AG0503 )
Ordained Fate, Ordained HopeThis saga supplement is the fourth and final chapter in the Four Seasons Tetralogy. In this sprawling epic, characters and their decrepit Winter covenant must endure the wild machinations of mad wizards and the onslaught of righteous crusaders, only to face death itself. For . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0503 )
Mythic Europe ( http://e23.sjgames.com/item.html?id=AG0600 )
World of Mystery; World of MythYour 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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0600 )
Tribunals of Hermes: Rome ( http://e23.sjgames.com/item.html?id=AG0751 )
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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0751 )
Deadly Legacy ( http://e23.sjgames.com/item.html?id=AG0811 )
Legend of Fate, Legend of DoomLegends. They 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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0811 )
Pact of Pasaquine ( http://e23.sjgames.com/item.html?id=AG0812 )
A Howl of VengeanceFor 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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0812 )
Black Death ( http://e23.sjgames.com/item.html?id=AG0813 )
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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0813 )
Mistridge ( http://e23.sjgames.com/item.html?id=AG0902 )
Shrouded in Mystery; Shrouded in MistMistridge 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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0902 )
Covenants ( http://e23.sjgames.com/item.html?id=AG1010 )
As there are four seasons in a year, there are four seasons in the life of a covenant. . .This supplement, published in 1990 by Lion Rampant, was the original guide to creating covenants for Ars Magica under the game's 2nd Edition, and has been long out of print. Besides including rules for creating . . . [read more] ( http://e23.sjgames.com/item.html?id=AG1010 )
Mythic Places ( http://e23.sjgames.com/item.html?id=AG1016 )
Placed 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. . . . [read more] ( http://e23.sjgames.com/item.html?id=AG1016 )
More Mythic Places ( http://e23.sjgames.com/item.html?id=AG1018 )
More 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. 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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG1018 )
The Maleficium ( http://e23.sjgames.com/item.html?id=AG1019 )
>From their unfathomable domains, the powers beyond life call forth your soul. Your burdensome choice lies between Light or Dark, and your fate hangs in the balance, either for torment in life and paradise beyond, or paradise in life and torment beyond. Choose Dark and all the world is your bauble, its . . . [read more] ( http://e23.sjgames.com/item.html?id=AG1019 )
Pax Dei: The Sourcebook of the Dominion ( http://e23.sjgames.com/item.html?id=AG1021 )
The Peace of GodAs a magus you wield magical might beyond humanity's comprehension. You command the wind to blow, the sea to part, the forest to wither. You are powerful indeed, but what is the value of worldly power if you must pay for it with your eternal soul? In the eyes of the Divine only your virtue . . . [read more] ( http://e23.sjgames.com/item.html?id=AG1021 )
Ars Magica 4th Edition Core Rulebook ( http://e23.sjgames.com/item.html?id=AG0204 )
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 . . . [read more] ( http://e23.sjgames.com/item.html?id=AG0204 )
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