Ars Magica Open License Announcements

This is very helpful. Now we have specific goals. Thank you for reaching out to them and sharing this with the community.

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Looks like you need to go with the "For Other unique systems" category for now for Venice.

If we get to the level of 30+ independent products, I'm pretty sure we'll be well over the $700 threshold. Especially if they count, say, the Bundle of Holding ArM5 revival earlier this year that were fulfilled through DriveThru (and gave them a commission). That was something like $60,000 total in one month, if memory serves.

Maybe someone could create a central directory with links to all the third party Ars Magica products and all the platforms they are available on? (Something more formal than just this thread!) One of the advantages of using CC-BY-SA instead of a "community content" program is that people are free to sell their creations anywhere and everywhere. It's probably sensible to build up the third party publisher community somewhere not tied to a specific outlet.

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On Project: Redcap a new column called "Open License?" has been added to the list of products by edition to indicate "Yes" or "No" as to whether the ArM product is under the Ars Magica Open License.

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Superb!

Up the Nile – A Guide for Medieval Travelers

Travel back in time with Up the Nile: A Guide for Medieval Travelers. Whether you're building a medieval adventure or fascinated by the 13th-century history of Egypt, Nubia, Ethiopia and Equatorial Africa, this guide offers a mix of historical facts and anecdotes for the curious reader.

  • Listen to the River of Stories: From Cairo’s lively streets to Nubia’s serene monasteries and the camps of the Dinka people, follow the Nile as it reveals the unique stories and traditions of those living along its banks.

  • Navigate Like a Pro: Ever wonder how to navigate the Nile's dangerous cataracts or handle its unpredictable water levels? This guide offers practical insights into overcoming the river’s toughest obstacles.

  • Immerse Yourself in River Life: Life along the Nile is shaped by a colorful mix of traditions, from lively prayers to unique festivals and quiet daily rituals. The river’s banks are a place where the rhythms of work, faith, and family come together in an ever-changing flow of life.

  • For Storytellers and Gamers Alike: Originally created to enhance Ars Magica 5th Edition campaigns, this guide is system agnostic. Packed with historical insights and details that will inspire creative minds, from game masters to world-builders and anyone with a passion for immersive storytelling and the beauty of discovering diverse cultures.

Let the river’s quiet currents and ever-changing landscape take you on a journey of discovery, where each bend offers new sights, sounds, and smells. Taste the essence of life along the Nile.

The thread for discussing the guide here.
It has links for downloading the pdf for free.
——-

Also,
I would like to take this opportunity to announce another guide in the series.

Up the Monsoon Road will focus on the western part of the Indian Ocean and will be intended for those who want to move the action of the game to a Traveling Covenant moving between the Arabian Peninsula, East Africa and the Southeast Indies.

What do I know so far?

  • Down the Monsoon Road will be released in Q1 2025.
  • It will be more than twice as big as Up the Nile.
  • And more hardcore in terms of its approach to historical accuracy.
  • It will be a labor of love.
  • Tested on a team of unsuspecting players who just want to have fun but look 2 bulletpoints above.
  • It will be available for free.

What don't I know?

  • Will it contain any ArM rules or just a description of the mundane setting with some hooks and suggestions?
  • Will the illustrations be commissioned or will they be CC photos like in Up the Nile?

We will see in Q1 2025.

Here is one paragraph in a chapter:

Monsoon Navigation

For merchants traveling across the Indian Ocean, from Aden to the Swahili Coast and India, the monsoon winds dictate the timing and direction of voyages. Knowing when to sail is essential for harnessing the seasonal winds efficiently. Here's how the monsoon cycles work for traders:

• Eastward from April to September
From Aden and the Swahili Coast ⇒ India and Ceylon
Merchants set sail eastward when the southwest monsoon blows from April to September. These winds, which can reach speeds of 20 to 25 knots (37 to 46 kilometers per hour), carry moist air from the Indian Ocean, creating high humidity levels and often bringing heavy rains to the coasts of India and East Africa. While the strong winds help propel ships faster toward India and Ceylon, the high humidity and frequent storms can make navigation perilous. However, experienced sailors are able to navigate these conditions, leveraging the faster winds for quicker voyages, often timing their arrival before the most intense rains set in.

• Westward from October to March
From India and Ceylon ⇒ Aden and the Swahili Coast
The northeast monsoon blows from October to March, allowing merchants to return westward. These winds are milder, with speeds of 10 to 15 knots (18 to 28 kilometers per hour), and tend to bring drier air as they originate from the landmasses of India and Arabia. The lower humidity during this season makes for smoother sailing conditions compared to the turbulent southwest monsoon period. The weather is generally more stable, allowing for safer navigation, though the lighter winds mean voyages take slightly longer. Nevertheless, the northeast monsoon is crucial for completing the trading cycle, enabling merchants to return with goods to Aden and the Swahili Coast.

There are two main routes to sail from India to the Swahili coast and back. Coastal travel is described above. It is safer but takes longer, with ships often stopping in the Persian Gulf and around the Horn of Africa (in places not listed above).

The open-ocean route is faster but much more dangerous and requires a highly experienced navigator to guide the ship. This route relies heavily on knowledge of monsoon winds, star navigation, and traditional tools like astrolabes, shore charts, and sounding devices. Mariners also use their understanding of ocean currents, tides, and the behavior of sea life, such as birds and fish, to safely navigate, skills that improve over time through apprenticeship and practice.

In 1220, Arab sailors do not widely use the magnetic compass, which will only become common among them in later centuries. Instead, they navigate using the stars, especially the North Star, which provides a reliable guide for direction when it is visible. However, at the Equator, the low position of the North Star complicates its use. In such cases, navigators often take a direct course from the Persian Gulf to the Island of Qanbalu, skirting equatorial navigation challenges. When they reach the East African coast, particularly at Zanzibar, they rely on their detailed knowledge of the region’s inlets, reefs, and islands to continue southward, often as far as Sofala.

Practical navigation at sea in 1220 is based more on experience and observation than on scholarly or scientific methods. While Arab astronomers and geographers have made significant advances, seafarers primarily depend on time-honored practices such as "the three Ls" of navigation: latitude, lead, and look-out. Latitude is measured by observing the stars, especially the height of the pole star above the horizon, allowing the captain to adjust the ship’s course. On voyages across the open ocean, they make use of the steady monsoon winds, which are predictable in both direction and strength, depending on the season. These winds are critical for determining the timing and course of voyages.

The lead-line is a vital tool for gauging depth when approaching land or navigating through dangerous shoals and reefs. Mariners cast the lead-line overboard to measure the water’s depth, ensuring that they remain in safe waters, especially in the unpredictable shallows of the East African coast. This simple yet effective method has been used for centuries and continues to be a key element of Arab navigation.
Arab navigators also use more sophisticated tools like the astrolabe, though its use at sea is limited due to the difficulty of taking accurate readings on the rolling decks of ships. Arab mariners primarily rely on their knowledge of the stars and the changing skies to determine their position, rather than depending on mechanical instruments. Some navigators also utilize simple star charts and local knowledge passed down through generations.

When sailing along the coastlines, particularly in the intricate waters of the Arabian Peninsula or East Africa, sailors use their understanding of landmarks, tides, and natural phenomena, including the habits of marine life. Birds and fish are observed carefully as they provide clues to the presence of land or changes in ocean currents. These coasts are familiar, often having been sailed since the mariners’ youth during long apprenticeships. The coastlines themselves serve as reliable guides, especially in fog or difficult conditions.

One notable source of navigational expertise comes from Ahmad ibn Majid, a famous 15th-century Arab navigator, whose detailed accounts of traditional methods likely echo practices used in the 13th century. His works describe how navigators make use of the wind patterns, the color and movement of the sea, and the stars to guide ships. He also emphasizes the importance of understanding oceanic currents and the behavior of animals, which could indicate hidden dangers or nearby land.
Besides relying on winds and stars, navigators are also skilled in reading the subtle changes in the ocean’s surface, such as the appearance of different wave patterns or foam, which help them identify shifting currents.

These insights are particularly valuable when sailing in unfamiliar waters or navigating across long stretches of open ocean. Mariners also pay close attention to the way clouds form and move, as this can indicate weather changes and the proximity of landmasses.

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Drivethru/Roll20 got back to me to ask if I'd like them to run a report to see if Ars Magica meets their standard for clasification. I said yes, but in the process of looking up Ars materials on their site I discovered an Open License work I hadn't seen mentioned here. It's in Spanish and here's their selltext:

Cuando un grupo de grogs no regresa de su habitual viaje para recoger la vis de una de las fuentes de la alianza, los magi deciden enviar un segundo grupo para investigar qué es lo que ha ocurrido. Sus descubrimientos podrían tener consecuencias duraderas para la alianza a varios niveles.

Una elección espinosa es una aventura introductoria para la quinta edición de Ars Magica que pretende presentar a los jugadores nuevos las claves del juego. Incluye una mezcla de investigación, diplomacia y exploración y al mismo tiempo presenta los principales elementos de la Europa Mítica que sirve de trasfondo para Ars Magica. La aventura puede jugarse en una sola sesión larga de 3-4 horas.

Este escenario está liberado bajo la licencia abierta de Ars Magica.

https://www.drivethrurpg.com/en/product/499398/ars-magica-una-eleccion-espinosa

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I've rereleased the bestiary for the first 250 episodes of my podcast with the legalese for the Open License attached. This means if you're a creator you can dig into it without worrying about rights issues. It was originally called "Little Demons" then when I enlarged it I called it "Half Remembered Monsters". The new title is "Ars Magica Monsters Volume One". It's free on Patrteon at https://www.patreon.com/posts/ars-magica-one-114759510 and will eventually be on Drivethru as a "pay what you want but I'd like a dollar" thing.

It's called Volume One because I have 504 podcast episodes, and a list of monsters to stat up as long as my arm.

As I see it, my Patreons have already ransomed this. So: 96 monsters. Have a look and a play.

A discussion of what the final version should include is over at Ars Magica Monsters Volume One

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I shared this on the Scriptorium and in the Discord, but forgot this thread! Thank you! I will point out that the author is one of the future holders of the spanish Ars Magica license, and that the adventure is quite good! If someone could translate ES => EN, it would be a nice addition for the english speaking community as well!

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For qualification, there are a lot of publications from non-Atlas sources if you go to the fanzines. With the number that have been made over the years, you should hit the number of publications quickly. Then it's just a matter if different publishers, right? You've got Atlas, yourself, this Nile one, the fanzines... I think it's getting close to qualifying. (If only I could find the thread where you brought up the specifics.)

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Here it is, callen Ars Magica Open License Announcements - #32 by Timothy_Ferguson

Most of the fanzines aren’t on DriveThru. Which is a shame, as I think the publishers could make a pretty good amount of money.

Every issue of Peripheral Code sold from 150-200 copies. Sub Rosa has over 20 issues. Even after DriveThru takes its cut, you’re looking at a couple thousand dollars. That’s real money.

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I'm doing a trawl through DriveThru ATM for Ars Magica products. Other than the ones already mentioned on this thread, there's also three issues of Peripheral Code and a multi-system bestiary on seals with stats for Ars Magica.

There's already three non-Atlas publishers just from recent open releases. We're a long way from 30 total products though. But if we get that many, I don't think there'll be any problem hitting the financial threshold.

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To everyone concerned, I just received an e-mail from DTRPG letting me know that Ars Magica is finally available as a separate system under the “Other systems” category, so I guess it’s time to make our presence felt…

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I'm waiting for mine to go public, but will see if I can change the system in the meantime!

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Great news, thank you!

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I see folks have heard about DriveThru setting up the Ars Magica category! Cool that they put in a bunch of old White Wolf magazine issues that included ArM content. DriveThruRPG

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My one-shot, "Blood on the Snow" is up! An investigative scenario set at a convent in the Loch Leglean tribunal.

Description:

"It is late autumn, in the year 1220. Strange forces are preying on the isolated nuns of St Ninian's, and the abbess has resorted to contacting wizards for help. A motley crew of young magi and their companions must face the darkness lurking in the snow, as All Hallows Eve approaches...

Blood on the Snow is a one-shot adventure for Ars Magica 5th Edition, intended to introduce new players to the game. The Storyguide should be familiar with the core rules of Ars Magica, but should not need an awful lot of experience running games.

While Blood on the Snow can be played with any set of characters, it was written for (and playtested with) the pre-generated characters packaged with the adventure."

Link to announcement thread as instructed below:

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I flagged the White Wolf mags in the email to request the classification.

It would be good if we all reviewed each other so that new items took their spots in the popularity display.

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Publishers can't review, for obvious reasons. But there's always Big Purple. And reviews would be an easy feature for any zines.

Ah, but I buy as Timothy and sell as Games From Folktales, so I can review the works of others.

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