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God rules Mythic Europe in awesome majesty, served by the angelic hosts. For most people, however, the majesty of the local bishop is awe-inspiring enough, and God is served by the priests, monks, and friars who share their communities. The Church touches every aspect of life, and every individual heart. Even magi in their covenants must contend with the Church, and many trust it with the... More |
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The Order of Hermes is supreme, unchallenged in its mastery of magic. All other magicians are hedge wizards ... maybe interesting to researchers, but certainly no threat. Or so magi of the Order tell each other. And most of them actually believe it. The four traditions in this book prove the folly of that complacency:
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You mustn't call them by name - they are the "good neighbors," the "fair folk," the "gentry." Don't draw their attention, for those they notice are drawn into their stories, which no mortal can survive unchanged. Stay away from the edges of the dark woods, respect your superiors, and do what society expects. Or the faeries will come for you! The faeries of Mythic Europe live according to roles... More |
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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... More |
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Deadly creatures are coming from the ancient past and distant future to kill us where we live. Unless they're stopped, the world as we know it is doomed. Somebody's gonna have to take 'em down. That somebody is you. In this new Feng Shui sourcebook you'll find dozens of demonic, mysterious, and downright bizarre monsters for your Feng Shui adventures. Battle kung-fu demons from the hot... More |
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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... More |
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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.... More |
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There are those within the Order of Hermes who transmit secrets of magic incomprehensible to outsiders. Pre-eminent among them are the four Mystery Cult Houses, gatherings of magi Initiated into the same Mysteries. This book details the Mystery Cults, including full details of their Inner Mysteries.
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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... More |
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