Yes, welcome, I think you'll find the Ars experience to be unique to most gamers.
The magic system is the best I've ever found, and the unique Troupe playing system keeps interest high, as everybody is alternating characters often. I especially like the "focus" on one or two Mages, letting different characters be the spotlight every adventure. Add in to that the Council Meeting, and the occasional Companion or Grog adventure and I think it's the best thing around for adventure seeds.
It takes a long time the 100th time, too! I think the idea is the more time you spend picking exactly the right amount of background stuff, the more it will pay off in the long run.
If you intend to have a lot of NPCs (I highly suggest you concentrate on the PC Wizards the first several adventures, put the covenant in the boondocks of the Order), you might want to check out the Metacreator Software at www.alteregosoftware.com, it has a great deal of useful applications for the Ars Storyguide.
Sadly there is only one module for 5th Edition available. The Broken Covenant of Calabis is, as other's above have said, a wonderful Ars adventure. However, I like the Return of the Stormrider Jump Start Kit, even though it's for 4th edition, it is very well set up to introduce to the world of Ars. Actually most 4th edition and before Modules (Mythic Places, Festival of the Damned, The Pact of Pasaquine) are all good, and convertable with very little work, if that sort of thing appeals to you. Also check out the Atlas Ars page for several adventures in PDF form and a Common Beasts PDF, which can provide fresly Gauntleted magi great opponents.
Oh, and check out our 100 Story Seeds Thread:
I think you have just hit the forums at a time when several combat spells have hit it. There has been a call for several "utility" spells around level 10 to 15, so those have been taking a lot of focus as opposed to more grand "wizardly" things.
I agree the combat system is simple, and brutal, however this is designed to take the empahsis off of combat. I'm not sure how successful I find it, and my saga, which probally averages one fight a session, is toying with making healing a little more simple, more along the lines of 4th edition, that is one spell to heal for the short term, and the same spell allowed to heal long term if Vis is spent. We're also testing a system where a character can exert themselves (spend a fatigue level) and throw themselves out of the way of a blow, reducing the severity of a wound by 1 level (medium becomes light).
Obviously, since almost every reply here doesn't speak glowingly of the combat system it could be improved. However, it doesn't come close to making me not love the system.
Actually Single Weapon just handles normal sized one-handed weapons. the Great Weapon skill handles 2-handed weapons. Ride adds to mounted combat.
Also note that there are a lot of different weapons with different stats, making a person with the same skill but armed with a different weapon actually quite different. And if this bothers you too much, I suggest a House Rule that requires a person to "train" with a new weapon for a season to use it at their full weapon skill.
I think another reason you see such on the Forums is that a lot of the other stuff is well covered in the Official Books, and covered well, you'll find lots of stuff on Astronomy, and spells to transform elements into Faeries, and rituals to live forever, so people who enjoy a more combat-centric Ars game fill in what the see as a need.
Great character! However I agree that that the Diedne magic is an overpowered Virtue, unless you balance it with the fear of being discovered. And not just the "Dark Secret" type of fear, but the sort of secret is much more likely to limit a player's choices all the time. Such as "Do I dare use my Diedne magic in front of my Covenant-mates, because it is obviously strange, and they might turn on me." sort of Secret.
On a related note, I vote for "Mythic Blood" being the second most powerful Virtue.
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