Feng Shui: Case Files of Section 44 An elite special unit in Hong Kong investigates paranormal events - then starts kicking ass. Ars Magica 5th Edition: Loch Ness: A New Dawn The winter covenant of Insula Canaria has suffered a great tragedy, which has driven all but one of its members away. With the help of a young Maga Trianoma and the player's magi, will the covenant make it through the night to greet a New Dawn? Ars Magica 5th Edition: The Price of Freedom In an Order of Hermes that is slowly dying out, starved for resources and where magi are suspicious, a small group of young magi strike out on their own to create a new covenant. Will their efforts succeed, or will they fail miserably? Either way, they will learn the price of freedom. Ars Magica 5th Edition: A Dirge for the Order Ars Magica 5th Edition: Unknown Cargo A game set in Lubeck, on the Baltic coast, during the rise of the Hansa. Ars Magica 5th Edition: Vengeance Rides a Slow Hor An elder Magus creates a new Covenant in the Stonehenge Tribunal leaving the young magi an inheritance of his legacies both good and ill. Ars Magica 5th Edition: The Lotharingian Tribunal Nestled between two tribunals, a few covenants are trying to enable a vision of enlightened leadership by creating the Lotharingian Tribunal. Will it succeed or will the Magi miserably fail? Ars Magica 5th Edition: Phoenix - Rise from the A This saga focuses on exploring covenant development - and how it interacts with character development. Starting out as a normal dungeon crawl - it soon takes a very unexpected turn... Ars Magica 5th Edition: Novus Mane In the sprawling region of Flanders an old covenant has laid dormant for a long time, long enough to be forgotten. Filled with ancient mysteries and new challenges the magi must try to make their struggling covenant emerge from the winter and survive the spring. Ars Magica 5th Edition: Praesidium Orae The covenant of Praesidium Orae began as a chapterhouse in 1061 when Roger I decided that the ruined town of Locri was vulnerable to Saracen raiders as a landing spot, but with people having already abandoned the location on 2 occasions it would be hard to support as a defensive position. When it was pointed out that the location had a pagan temple which had been leveled but a century earlier by Saracen raiders, it was gifted to a covenant from Normandy along with a writ of crenulation and a rent that was expected, and the expectation that the magi would defend this land for themselves from Saracen invaders. 50 years later the chapterhouse has become a covenant, with a mixture of people of Greek, Roman, Norman and Saracen heritages. Ars Magica 5th Edition: Roof of the World The Covenant of the White Lady has endured for centuries. Sedate and austere in the shadow of the white-peaked Alps, she is home to new magi and old secrets. Sweeping changes are coming, and the magi, catapulted into the struggle, must shape their fates if they want to survive. Mad Scientist University: Virtual Campus (OPEN ENR Mad Scientist University has also conquered teh intarwebs. All your base are belong to us. What you say? Enroll in a class to improve your mad science skills, audit a course to get some ideas, or (if you're really a glutton for punishment) volunteer to teach. ANY REGISTERED USER MAY POST Ars Magica 5th Edition: Burnt by the Sun This campaign focuses on the adventures of a group of young magi as they explore the North African coast. Ars Magica 5th Edition: Matters of the Heart This saga features the personal interests of a few magi of moderate to high power. Stories shall largely be driven by the interests of the character who initiates events. Interaction among PCs is usually indirect, allowing diverse kinds of magi, stories and tones. Ars Magica 5th Edition: Slieve League The covenant of "Bardaigh Tur" sits atop the tall windswept sea cliffs of Slieve League in western Eire. It is an old, remote covenant with a long history and many secrets. You know little of it, other than whispered rumors that circulate through the order regarding its charter. Most older magi refer to its members as "the vigilant". What they watch for no one knows, or at the very least they won't say. Ars Magica 5th Edition: Fire in the North From a rocky fastness in the Firth of Clyde, a small covenant searches for the truth about the Order of Odin. Ars Magica 5th Edition: Falling Leaves At an ancient covenant enjoying a long Autumn, magi of incredible power gather together. As their esoteric research and political machinations proceed, they will be faced with challenges that could forever change the face of the Order- and spell damnation for themselves. For when powers such as these are moved to action, the pillars of the world shake. Ars Magica 5th Edition: The Prestige of Thebes A game of intrigue and development with an experimental system for managing characters set in the Tribunal of Thebes. Ars Magica 5th Edition: The Rise of Atlantis Before it fell, Atlantis of old was a legendary place of magic and wonderment. New Atlantis may be the future of hermetic magic … if it can be made to work. Ars Magica 5th Edition: Curse of the Rhine Gorge A group of young magi is given the chance to found a new covenant in the Rhine tribunal. Can they overcome the obstacles? Ars Magica 5th Edition: Iron Magus The glorious Ars Magica advancement and laboratory rules applied to a gentlemanly competition of style, taste, and cleverness. Ars Magica 5th Edition: A New Home Young magi from different corners of Mythic Europe decides so start a new covenant in the tribunal of Thebes. Will their common goal survive their personal agendas? Ars Magica 5th Edition: Shores of Albion Young magi are invited to revitalise a dying winter covenant. Will they uncover Britannia's secrets? Ars Magica 5th Edition: Legacy of Rome Mages investigating the legacy of Rome in the Order of Hermes. What mysterious and sinister effects and legacies survive to haunt the Order today, and what of the ancient magics used against Rome? Ars Magica 5th Edition: In the Ruins of Bibracte The story of a summer covenant in the ruined Celtic oppidum of Bibracte near Autun, France. Ars Magica 5th Edition: Hiddenhall A covenant in magical ways within a mundane city. What are the secrets of Hiddenhall? Ars Magica 5th Edition: Via Experimenta The trials and triumphs of the covenant of Via Experimenta. Ars Magica 5th Edition: Stealing the Future The trials and tribulations of the first Hermetic School for the Arts. Ars Magica 5th Edition: Loch Caillte (Lost Lake) "Quite the pleasant place - a small, summer covenant in Hibernia near a lake that is often covered in mist. Rumors have it that wierd things happen around this lake, but it seems pleasant enough." At least, that's what the Redcap said... Ars Magica 5th Edition: Ascendency of the Warp The key theme of Ascendency of the Warp (AotW) is the rise of otherworldly powers into Mythic Europe. It is my intention to present a setting where the characters confront both normal and supernatural powers as a part of regular story telling, and the common man also slowly starts to be exposed to the strange powers as well. As the saga gains pace the players should feel a noticeable change in the setting, toward a more fantastic, uncanny, and dangerous world. Ars Magica 5th Edition: Canaries Are Dying Magi are invited to try to bring a Loch Leglean covenant back from the brink of collapse. Will they be able to guide Insula Canaria to a fresh Summer, or will it be too little too late? Ars Magica 5th Edition: Mystikae Eikona The covenant of the Mystic Ikon in Cappadocia lies between two worlds, thrice over. It is in neither Levant or Thebes Tribunals; there are Turks, Byzantines and Crusaders nearby; and Dominion and Magic power intersect strongly in the region. How long can the middle ground be held? Ars Magica 5th Edition: The Covenant Adrift O listen while we tell a tale, a tale of a fateful trip ... no, not that one. An autumn, maybe winter, covenant sent a boat with newly gauntleted mages to be recognized at the tribunal. The ship was blown off course by an unnatural storm, and now the magi must survive on their own, and hopefully establish a new covenant. Ars Magica 5th Edition: The Unknown Storm A group of magi try to set up a successful covenant in northern Scandinavia and encounter mystical and exotic people, beings, and places. Will the covenant stand out as the first successful covenant in the area, or will the numerous pressures in this cold, foreign place drive them to be yet another failure? Ars Magica 5th Edition: Oppidum of Héviz A saga in the Tremere-controlled Transylvanian Tribunal. Ars Magica 5th Edition: Tales of Crimson and Gold A high fantasy setting where fundamental changes in history have rewritten life in Mythic Europe. Using modified Ars 5e rules. Ars Magica 5th Edition: Triamore The covenant of Triamore has a dwindling number of members. Now letters have been sent to young magi from across Europe to asking them join Triamore and grow with the covenant. But these things are never as easy as they may seem... Ars Magica 5th Edition: The Price of Knowledge In an Order of Hermes that is slowly dying out, starved for resources and where magi are suspicious of each other, young magi join a large established covenant to get access to the resources it has accumulated over the years. But the older magi are jealous of their privileges and they control the covenant’s resources. Will the young magi be able to rise in the ranks and gain access to this coveted knowledge, or will they remain pawns of the older magi? Either way, they will learn the price of knowledge. (Sister saga to The Price of Freedom) Ars Magica 5th Edition: Ad fons (at the spring) Ad fons, at the spring. The covenant is a quiet place near a spring in the deep Pomeranian forest. Magi from far and wide gather to pursue their individual goals, some wishing to civilize the area other seeking refuge from the outside world. From the shadows werewolves and witches watch the unsuspecting magi as they arrive. Ars Magica 5th Edition: Ad Astera per Aspera The Caravan was never really considered a covenant, though in many ways it behaved like one, and never confined itself to one tribunal. It was only when the founder died and The Caravan began to fall apart that it was realized how powerful it had grown, though what remained of it was barely a spring covenant. Many of those who had journeyed with The Caravan went their own way- back to the Covenants which they officially belonged, but a core cadre of mages, especially ones with no official allegiance, decided to take what they could salvage and begin anew, not traveling, but as a new Covenant, building upon the discoveries that the Caravan had uncovered in it's travels.