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	<id>https://www.redcap.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=173.48.173.190</id>
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	<updated>2026-10-23T00:57:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.redcap.org/index.php?title=Friendly_Local_Game_Store&amp;diff=5746</id>
		<title>Friendly Local Game Store</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Friendly_Local_Game_Store&amp;diff=5746"/>
		<updated>2012-10-28T22:00:14Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: Minor formatting edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your Friendly Local Game Store (abbreviated &#039;&#039;&#039;FLGS&#039;&#039;&#039;) is the best place to hang out with other gamers, play new games, and indoctrinate new players into the cultish [[Fan Community]] of Ars Magica.&lt;br /&gt;
&lt;br /&gt;
==  Why Local Game Stores Matter ==&lt;br /&gt;
&lt;br /&gt;
Local game stores act as community centers for gamers.  Unlike online stores, they provide an opportunity to socialize and to learn and discuss new games.  They are the best way of keeping the gaming hobby alive and thriving.&lt;br /&gt;
&lt;br /&gt;
==  Buying From Local Game Stores ==&lt;br /&gt;
&lt;br /&gt;
There are fewer local game stores in the United States than there used to be.  Partly this is due to tabletop games (including board games, pen-and-paper roleplaying games, and collectible card games) declining in popularity compared to computer games.&lt;br /&gt;
&lt;br /&gt;
Another factor in the dwindling numbers of game stores is competition from online sellers.  Buyers can usually get a considerable discount buying online, and a small, local business can&#039;t match the low prices of a monster corporation like [http://www.amazon.com/ Amazon].  But, with every sale lost to a faceless Internet retailer, it becomes harder for the owner of a Friendly Local Game Store to make his modest living.&lt;br /&gt;
&lt;br /&gt;
If you value your local game store, prove it.  Buy there.  If your store does not happen to carry Ars Magica [[products]], ask at the counter.  Chances are they will gladly place a special order for you.&lt;br /&gt;
&lt;br /&gt;
==  Finding a Local Game Store ==&lt;br /&gt;
&lt;br /&gt;
Some game stores are disguised as comic shops, hobby stores, book stores, or toy stores.  Check the independent retailers in your area.&lt;br /&gt;
&lt;br /&gt;
You can also go to the [http://www.atlas-games.com/ Atlas Games Web site] and click the big, friendly &amp;quot;Retailer Locator&amp;quot; button in the right-hand column (just under the yellow &amp;quot;Archives&amp;quot; box).  Even if that doesn&#039;t return any results near you, there could still be a game store that&#039;s simply not listed. Try asking your gamer friends or inquiring at a local book or comic store.&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:friendly_local_game_store]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fan community]]&lt;br /&gt;
[[Category:Orphan]]&lt;br /&gt;
[[Category:Products]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Quaesitor&amp;diff=5723</id>
		<title>Quaesitor</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Quaesitor&amp;diff=5723"/>
		<updated>2012-10-26T01:10:08Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: Added transitonalist/traditionalists, new-form references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;quaesitor&#039;&#039;&#039; is a legal experts and officers of the [[Order of Hermes]]. The common plural form is &#039;&#039;&#039;quaesitors,&#039;&#039;&#039; but as an institution, the collective of all quaesitors are called the &#039;&#039;&#039;Quaesitores&#039;&#039;&#039;. This latter form ends in &amp;quot;es&amp;quot; rather than &amp;quot;s&amp;quot;, and is usually capitalized. This usage is not explicitly explained, but may be inferred from the the Fifth Edition rule books&amp;lt;ref name=&amp;quot;quaesitores&amp;quot;&amp;gt;&amp;quot;Becoming a Quesitor,&amp;quot; &#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, p. 39&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Quaesitors act as investigators&amp;lt;ref&amp;gt;&amp;quot;Investigation Duties,&amp;quot; &#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, p. 62&amp;lt;/ref&amp;gt;, field judges&amp;lt;ref&amp;gt;&amp;quot;Calling a Wizard&#039;s March,&amp;quot; &#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, p. 62&amp;lt;/ref&amp;gt;, legal counsel, and often mediators&amp;lt;ref&amp;gt;&amp;quot;Consultation and Arbitration&amp;quot;, &#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, p. 63&amp;lt;/ref&amp;gt;. While most quaesitors are members of [[House Guernicus]], many are from other [[Houses of Hermes|Houses]]&amp;lt;ref name=&amp;quot;quaesitores&amp;quot; /&amp;gt;. The quaesitors interpret and preserve the [[Code of Hermes]] and the body of [[Peripheral Code]]. They are accorded a privileged status in [[Hermetic Society]], and enjoy special legal and social privileges&amp;lt;ref&amp;gt;&amp;quot;Quaesitorial Duties and Powers,&amp;quot; &#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, pp. 61-66&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Transitionalists ==&lt;br /&gt;
Quaesitors who believe the [[Code of Hermes]] needs to be revised or reinterpreted to properly govern the [[Order]] in the 13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; century are called &#039;&#039;&#039;Transitionalists.&#039;&#039;&#039;&amp;lt;ref name=&amp;quot;transitionalists&amp;quot;&amp;gt;Traditionalists/Transitionalists,&amp;quot; &#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, pp. 41-42&amp;lt;/ref&amp;gt;. In particular, transitionalists believe the law-enforcement powers of the Quaesitores need to be expanded in order to enforce the Code in the face of corruption and political deadlock.&lt;br /&gt;
&lt;br /&gt;
A list of the powers Transitionalists think the Quaesitores need may be found on page 42 of [[Houses of Hermes: True Lineages]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Traditionalists ==&lt;br /&gt;
Quaesitores who opposed the Transitionalists&#039; efforts to expand the powers of their office are called &#039;&#039;&#039;Traditionalists.&#039;&#039;&#039;&amp;lt;ref name=&amp;quot;transitionalists&amp;quot; /&amp;gt; They believe the longstanding rights of magi under the [[Code of Hermes]] remain very important, even if those rights sometimes interfere with law enforcement.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
* [[Peripheral Code]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:quaesitor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hermetic Law]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Tenens_Occultorum&amp;diff=5700</id>
		<title>Tenens Occultorum</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Tenens_Occultorum&amp;diff=5700"/>
		<updated>2012-10-23T00:43:00Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: Redirect because content has been merged with House Bonisagus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[House Bonisagus#Inner Circles]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Tribunals_of_Hermes:_Rome&amp;diff=5683</id>
		<title>Tribunals of Hermes: Rome</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Tribunals_of_Hermes:_Rome&amp;diff=5683"/>
		<updated>2012-10-22T11:03:01Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: Cleaned up asterisks in ratings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Product description&lt;br /&gt;
|productName = &#039;&#039;&#039;Trbunals of Hermes: Rome&#039;&#039;&#039;&lt;br /&gt;
|imageFile=Rome cover.jpg&lt;br /&gt;
|edition=[[ArM3|Third Edition]]&lt;br /&gt;
|abbreviation=ToHR&lt;br /&gt;
|type=Sourcebook&lt;br /&gt;
|authors=[[Shannon Appel]] and [[Chris Frerking]]&lt;br /&gt;
|publisher=White Wolf&lt;br /&gt;
|productNumber=&lt;br /&gt;
|isbn=&lt;br /&gt;
|releaseDate=1993&lt;br /&gt;
|format=[[Softcover]]&lt;br /&gt;
|pageCount=124&lt;br /&gt;
|productPage=&lt;br /&gt;
|availability=Out of print, [[PDF]] available&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tribunals of Hermes: Rome&#039;&#039;&#039; is a [[Third Edition]] supplement for [[Ars Magica]] describing the [[Roman Tribunal]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Subject and Contents ==&lt;br /&gt;
&lt;br /&gt;
The book presents the Roman Tribunal as highly politicized.  Like many [[ArM3]] supplements by [[White Wolf]], it is chock full of [[demon|demons]]: several of the covenants have [[diabolist]] members and at least one consists entirely of devil-worshipers.&lt;br /&gt;
&lt;br /&gt;
The book is fairly light on [[Real History]] but does contain some interesting tidbits, such as the &amp;quot;magician&amp;quot; [[Pope Sylvester II]].&lt;br /&gt;
&lt;br /&gt;
Much emphasis is placed on the Tribunal&#039;s larger covenants and their political and commercial relations with mundanes -- and their corresponding rivalries.&lt;br /&gt;
&lt;br /&gt;
This version of the [[Roman Tribunal]] features Venice as city neutral in Hermetic politics: it lies outside the influence of any covenant, and magi of the Tribunal use it as a place to meet, transact business, and spy on one another.&lt;br /&gt;
&lt;br /&gt;
===  Covenants Described ===&lt;br /&gt;
&lt;br /&gt;
* [[Harco]], [[Domus Magna]] of [[House Mercere]]&lt;br /&gt;
* [[Magvillus]], [[Domus Magna]] of [[House Quaesitor]]&lt;br /&gt;
* [[Verdi]], [[Domus Magna]] of [[House Verditius]]&lt;br /&gt;
* [[Feritel]]&lt;br /&gt;
* [[Literatus]]&lt;br /&gt;
* [[Luctatio]]&lt;br /&gt;
* [[Postestas]]&lt;br /&gt;
* [[Rellantali]]&lt;br /&gt;
* [[Sansaron]]&lt;br /&gt;
* [[Vardian&#039;s Tomb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Community Reviews ==&lt;br /&gt;
&lt;br /&gt;
The following reviews were collected from the original Ars Magica FAQ site:&lt;br /&gt;
&lt;br /&gt;
FAQ Rating: ** (15 reviews; 3 *, 7 **, 4 ***, 1 ****)&lt;br /&gt;
&lt;br /&gt;
* A lot more could have been done with this book, but it had to wait for The Mysteries. Instead of a seamless tapestry we are treated to a disjointed series of chapters and ideas.&lt;br /&gt;
* Booo, I am a Demon!&lt;br /&gt;
* Dull, and full of Demons.&lt;br /&gt;
* The Third Edition requirement for dark themes, Corruption in this case, makes this book difficult to use, and prevents anyone else writing an Italian guide.&lt;br /&gt;
* Good presentation of the Roman Tribunal, darkened by editorial mismanagement.&lt;br /&gt;
* Not that bad a depiction of a very political tribunal if you ignore most of the demons.&lt;br /&gt;
* Great ideas,nice done job. Tasted like Sagas which have been played for a long time by numerous players who enjoyed them.&lt;br /&gt;
* Interesting history, but a little too much politics for my taste.&lt;br /&gt;
* Details how the demons corrupts the Church and country.&lt;br /&gt;
* At the behest of Ken Cliffe, many demons were included in this, and the authors tried to make it work, but it comes off just too diabolical in some ways. Lots of interesting ideas, though.&lt;br /&gt;
* Terrific bits on backstabbing, conniving magi. Get rid of the parenthetical comments which amount to, &amp;quot;demons, demons everywhere!&amp;quot;, and this is a fine supplement.&lt;br /&gt;
* Bad, very bad. If you remove the demons the politics makes for some good hooks, needs lots of work.&lt;br /&gt;
&lt;br /&gt;
Please edit this page to add your own comments on the book.&lt;br /&gt;
&lt;br /&gt;
==  Related Subjects ==&lt;br /&gt;
&lt;br /&gt;
See the following links for more information.&lt;br /&gt;
&lt;br /&gt;
===  Related Pages ===&lt;br /&gt;
&lt;br /&gt;
* [[Treaty of the Roman Tribunal]]&lt;br /&gt;
* [[Making Money with Magic]]&lt;br /&gt;
&lt;br /&gt;
===  Related Products ===&lt;br /&gt;
&lt;br /&gt;
* [[ArM3]]&lt;br /&gt;
* [[Tribunals of Hermes Iberia]]&lt;br /&gt;
* [[Mythic Europe]]&lt;br /&gt;
&lt;br /&gt;
===  Related Sites ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.atlas-games.com/product_tables/AG0751.php Official product page].&lt;br /&gt;
&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:tribunals_of_hermes_rome]]&lt;br /&gt;
[[Category:ArM3]]&lt;br /&gt;
[[Category:Mythic Europe]]&lt;br /&gt;
[[Category:Products]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Troupe_style&amp;diff=5676</id>
		<title>Troupe style</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Troupe_style&amp;diff=5676"/>
		<updated>2012-10-21T22:21:32Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: Expanded and added references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Troupe Style Play&#039;&#039;&#039; is an approach to role-playing where each player controls multiple characters and changes between them as the story requires, a small repertory company where a single actor plays one character in Act I and then changes costume to play a different character in Act II. This is in contrast to the more typical style of role-playing, in which every player has one character and plays that character exclusively for an entire game session.&lt;br /&gt;
&lt;br /&gt;
In the context of Ars Magica, there are degrees of troupe style play&amp;lt;ref name=&amp;quot;ArM5&amp;quot;&amp;gt;&amp;quot;Troupe-Style Roleplaying,&amp;quot; &#039;&#039;[[Ars Magica Fifth Edition]]&#039;&#039;, pages 219-220&amp;lt;/ref&amp;gt;. Some of these involve changing which player acts as [[storyguide]] from one session to the next, allowing every player to have a [[magus]] character.&lt;br /&gt;
&lt;br /&gt;
== Using Troupe Style ==&lt;br /&gt;
Troupe style is optional. Although the [[Fifth Edition]] (and earlier) rule books refer to a gaming group as a &amp;quot;troupe,&amp;quot; that is not meant to dictate a particular style of play. Thus, while every Ars Magica belongs to a troupe, not every troupe plays in the troupe style.&lt;br /&gt;
&lt;br /&gt;
== Aspects of Troupe Style ==&lt;br /&gt;
In Ars Magica, there are two independent aspects to troupe style play.&lt;br /&gt;
&lt;br /&gt;
=== Multiple Characters ===&lt;br /&gt;
In troupe style play, each character typically has one primary character who no one else can control. Since Ars Magica is focused on wizards and magic, very often this primary character is the player&#039;s [[magus]]. Each player may also have exclusive control over one or more secondary characters, such as [[companion]]s or [[grog]]s.&lt;br /&gt;
&lt;br /&gt;
One variation of troupe-style play, called &amp;quot;Pooled Characters&amp;quot;&amp;lt;ref&amp;gt;&amp;quot;Pooled Characters,&amp;quot; &#039;&#039;[[Ars Magica Fifth Edition]]&#039;&#039;, page 219&amp;lt;/ref&amp;gt; involves the troupe creating a shared &amp;quot;pool&amp;quot; of supporting characters (usually [[grog]]s) whom anyone can play. Such characters might be played by one person for the whole session, or even change hands when the scene changes. &lt;br /&gt;
&lt;br /&gt;
=== Multiple Storyguides ===&lt;br /&gt;
Whether or not the troupe uses multiple characters per player, it is also possible to share the responsibilities of the [[storyguide]]. The troupe always plays the same characters from the same [[covenant]], but when planning each session, the troupe decides who will be the storyguide for that game. That player&#039;s character is then absent for the story (or relegated to a very minor role) and the player runs a story for the other players.&lt;br /&gt;
&lt;br /&gt;
Some troupes prefer to have one person act as storyguide most of the time, with guest appearances by other storyguides. This primary storyguide is called the [[Alpha storyguide]]. Other troupes prefer to share the duties of storyguide more equally, so there is no one person who is identifiable as the &amp;quot;Alpha.&amp;quot; Another variant is to have an Alpha storyguide who runs the majority of stories, but one or more &amp;quot;Beta&amp;quot; storyguides who pitch in less frequently.&lt;br /&gt;
&lt;br /&gt;
=== Whimsy Cards ===&lt;br /&gt;
{{Main|Whimsy cards}}&lt;br /&gt;
A third aspect of troupe-style play, which was present in [[ArM1]]&amp;lt;ref&amp;gt;&amp;quot;Using Whimsy Cards,&amp;quot; &#039;&#039;[[Ars Magica (First Edition)]]&#039;&#039;, page 145&amp;lt;/ref&amp;gt; and [[ArM2]]&amp;lt;ref&amp;gt;&amp;quot;Using Whimsy Cards,&amp;quot; &#039;&#039;[[Ars Magica Revised Edition]]&#039;&#039;, page 149&amp;lt;/ref&amp;gt; but not in [[Third Edition]] or later, is [[Whimsy cards]]. These were randomized cards that invited players to improvise in the story, briefly taking over the job of narrator. Whimsy cards therefore created opportunities for all the players to influence the story, with an emphasis on improving the quality of the narrative rather than gaining an in-game advantage.&lt;br /&gt;
&lt;br /&gt;
== Example of Troupe Style ==&lt;br /&gt;
&#039;&#039;Andrew and John are players. John&#039;s magus Prospero is busy with a laboratory project, so the storyguide tells him to play his companion, Friar Matthew, instead for this session. Andrew&#039;s magus is not busy so the storyguide tells him he can play either Cyrus, his magus, or Baldwin the Bard, his companion -- but not both. Andrew decides to play Cyrus. Cyrus and Friar Matthew decided to bring one grog with them for protection, and the troupe is using pooled grogs. They pick Edgar the Tough out of the pool. Andrew and John agree that Andrew should play Edgar most of the time, because Cyrus&#039;s [[Gift]] makes it difficult for him to talk to mundanes and Andrew wants something to do during dialogue-heavy scenes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Later, the three characters get attacked by highwaymen, and Friar Matthew is a pacifist. Andrew hands Edgar the Tough over to John, who now can play the grog and have something to do during the fight scene. This also relieves Andrew of the burden of trying to run a second character alongside Cyrus, his magus, in the battle. When the fight is over, John gives Edgar the Tough back to Andrew.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Opinion and Commentary ==&lt;br /&gt;
The Fifth Edition rule book points out that troupe style is especially suitable for Ars Magica because, for various reasons, it can be impractical for every player to play his magus at every game session unless the troupe is very small.&amp;lt;ref name=&amp;quot;ArM5&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advantages of Troupe Style ===&lt;br /&gt;
The three character types of magus, companion, and grog make Ars Magica very amenable to troupe style play. For example, troupe-style play lets a player who wants to play a warrior run a grog once a while without giving up the chance to also run a magus.&lt;br /&gt;
&lt;br /&gt;
One benefit of troupe style is that there is always something to do for each player, something to get involved in, even if the player&#039;s primary character (the [[magus]]) has locked himself up in his [[laboratory]] for some long-term activity, or is not available due to being away from the [[covenant]] for whatever reason.&lt;br /&gt;
&lt;br /&gt;
The role-switching aspect of troupe style play can help make sure everyone stays engaged in the action. If a particular character is especially bad at one kind of action -- magi interacting socially with mundanes, or illiterate warriors trying to find information in the library of a medieval university -- the troupe can add an extra character or two for that session who has complimentary abilities. Players who would otherwise be sidelined can switch over and play someone else for a scene or a session.&lt;br /&gt;
&lt;br /&gt;
Troupe style play is also quite forgiving of troupes where the players have outside obligations. If one player can&#039;t make it for the regular Thursday night game, someone else can take over his character, or the troupe can rotate in additional grogs or companions to make up for the missing skills and abilities of the absent player&#039;s character.&lt;br /&gt;
&lt;br /&gt;
=== Disadvantages of Troupe Style ===&lt;br /&gt;
Ars Magica is a game about wizards. If you are using troupe-style play, then probably not all the players are going to get to play their wizards all the time. This might disappoint some players. Make sure you discuss your plans for troupe style play and periodically check in to make sure everyone is happy with the arrangements and the amount of time they get to play their characters.&lt;br /&gt;
&lt;br /&gt;
Troupe style play is challenging. If your troupe includes players without a lot of general role-playing experience, it can be overwhelming to them. Even if your troupe consists of veteran role-players, if they are new to Ars Magica, troupe style play can seem complicated and disorienting at first.&lt;br /&gt;
&lt;br /&gt;
=== Suggestions ===&lt;br /&gt;
Consider playing a grog and a magus at the same time. The grog can handle the social interactions where the magus, if he has good sense, fades into the background. Likewise, the magus takes center stage during interactions with other magi or when facing intellectual puzzles, where the typical grog would become a spectator.&lt;br /&gt;
&lt;br /&gt;
When designing a companion, don&#039;t design the character to accompany your own magus. Design it to accompany someone &#039;&#039;else&#039;s&#039;&#039; magus. Consider making a companion whose abilities compliment, rather than align with, those of the magus he will accompany.&lt;br /&gt;
&lt;br /&gt;
== History of Troupe Style ==&lt;br /&gt;
Troupe style play was introduced to Ars Magica in [[First Edition]] (1987)&amp;lt;ref&amp;gt;&amp;quot;Role-switching,&amp;quot; [[Ars Magica (First Edition)]] page 4&amp;lt;/ref&amp;gt;. It has been a part of the game ever since.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  See also ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Troupe_system Wikipedia article]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica&amp;diff=5674</id>
		<title>Ars Magica</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica&amp;diff=5674"/>
		<updated>2012-10-21T20:36:44Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: Migrated in David Chart&amp;#039;s material from the former Welcome to Ars Magica page and edited the new page into a cohesive whole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|an overview of the Ars Magica game|an introduction for new players|Welcome to Ars Magica}}&lt;br /&gt;
Ars Magica (abbreviated [[ArM]]) is a [http://en.wikipedia.org/wiki/Role-playing_game| tabletop fantasy role-playing game] centered on wizards and magic.&lt;br /&gt;
&lt;br /&gt;
Ars Magica is mostly about wizards who try to excel in the [[Hermetic Arts|art of magic]], hence the name. Its setting is [[Mythic Europe]], a fictional equivalent of Europe in the early 13th century. Unlike the Europe we know, however, Mythic Europe is filled with even more peril and adventures than the historic equivalent was, because magic, demons, and faeries all have a powerful effect on the world.&lt;br /&gt;
&lt;br /&gt;
Ars Magica was first published in 1987 and is currently in its [[Fifth Edition]] (see [[History of Ars Magica]] for more details). Compared to other tabletop games, Ars Magica has a small but very active [[fan community]]. The current edition of the game, Fifth Edition, is widely seen by the [[fan community]] as the best yet. In addition to the [[Fifth Edition]] core book, supplements are issued regularly (approximately once per quarter) and the Fifth Edition [[products|product line]] is now quite extensive.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
Ars Magica is strongly centered on wizards, who are called [[magus|magi]] in the game world. Other characters -- [[grog]]s and [[companion]]s -- exist, but they are explicitly less powerful than wizards. The wizards are usually the primary characters who drive the plot.&lt;br /&gt;
&lt;br /&gt;
===  Fictional Magic ===&lt;br /&gt;
&#039;&#039;This section &amp;amp;copy; 1997 by [[David Chart]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Ars Magica]] is a game, and contains no information about any magic that is purported to be real. It will not teach you anything about magic, no matter how dedicated to the game you become.  Playing the game has no relation to real-world occult practices.&lt;br /&gt;
&lt;br /&gt;
===  Superb Magic System ===&lt;br /&gt;
{{Main|Magic Rules}}&lt;br /&gt;
&#039;&#039;This section is based on an original article &amp;amp;copy; 1997 [[David Chart]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the heart of the Ars Magica rules is the magic system. This is generally regarded as the best magic system in any RPG because of its flexibility. &lt;br /&gt;
&lt;br /&gt;
A wizard in the game are called a [[Magus | magus]] (plural, &#039;&#039;magi&#039;&#039;).  Magi learn magical Arts, of which there are fifteen. Five are [[Technique | Techniques]] -- [[Creo | creation]], for example -- which determine the action the magic performs, while the other ten are [[Form | Forms]] such as [[Mentem | mind]] and [[Ignem | fire]], which determine what it acts upon. The [[Magus | wizard]]&#039;s ability to cast a spell is calculated by adding together the scores in the appropriate Technique and Form.&lt;br /&gt;
&lt;br /&gt;
The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell.&lt;br /&gt;
&lt;br /&gt;
Magi can cast [[formulaic spell]]s, which have defined effects, or [[spontaneous spell|spontaneous magic]], which does whatever the magus wants, if he is powerful enough. Spontaneous magic is much more flexible than formulaic, but also weaker.&lt;br /&gt;
&lt;br /&gt;
Ars Magica emphasizes the wizard&#039;s personal quest to master the Art of magic. There are detailed rules not only for the things a wizard does while out on adventures, but also for for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars.&lt;br /&gt;
&lt;br /&gt;
===  A Mythic World ===&lt;br /&gt;
{{Main|Mythic Europe}}&lt;br /&gt;
The setting of Ars Magica (called [[Mythic Europe]]) is perhaps its second drawing point. It is closely based on historical 13th century Europe, to the degree that some groups use the game to engage with medieval history and mindset. However, the setting also puts a lot of emphasis on fantastic elements. Most of these are adaptations of real-world myths and legends, such as saints, angels, demons, local legends about healing fountains, and so on. There are also orginal fantasy elements woven out of whole cloth -- for example, the [[Enigmatic Order of Hermes]], the magical society to which all wizards belong.&lt;br /&gt;
&lt;br /&gt;
Since most fantasy fiction is loosely based on medieval society, Mythic Europe seems familiar to anyone who knows the genre. It is perfectly possible to downplay the historical details and concentrate on the magic and fantasy. Players can rewrite history to have an original, fictional King of England, for example -- perhaps one who is also a werewolf! -- but on the other hand, they can obtain ready-made maps of the realm from a historical atlas if they don&#039;t want to create their own. Contrariwise, some players revel in the historical details of Ars Magica and think of it as a historical game (the presence of wizards notwithstanding). &lt;br /&gt;
&lt;br /&gt;
The setting is therefore quite flexible, supporting everything from a low-magic game about medieval Europe to a high-fantasy game only loosely set against a pseudo-medieval Europe.&lt;br /&gt;
&lt;br /&gt;
Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.&lt;br /&gt;
&lt;br /&gt;
====  The Order of Hermes ====&lt;br /&gt;
{{Main|Order of Hermes}}&lt;br /&gt;
Magi belong to their own pan-European society called the [[Order of Hermes]]. The Order has its own law, known as the [[Code of Hermes]], nominally to keep the peace among wizards. The Order of Hermes governs itself in democratic fashion, somewhat like the ancient Roman Republic. The political affairs of the Order provide ample opportunity for stories of intrigue, if the players are so inclined.&lt;br /&gt;
&lt;br /&gt;
The Order is sub-divided into twelve [[Houses of Hermes]], each descended (via apprenticeship, not blood) from one original Founder. In 1220, the date of a nominal Ars Magica [[saga]], each House has grown to include dozens of members and is quite diverse. None the less, the Houses are institutions unto themselves. Members of the same House tend to share some common elements in their magical powers, political aims, or philosophy.&lt;br /&gt;
&lt;br /&gt;
====  Covenants ====&lt;br /&gt;
{{Main|Covenant}}&lt;br /&gt;
Magi usually, but do not always, form alliances called [[convenant]]s for convenience and mutual protection. A covenant can consist of two to about twenty wizards who live near one another. Very often, all the magi of a covenant live together in a lonely tower, a village in the midst of an enchanted wood, or a sprawling, haunted castle. With the magi live their servants and a few talented experts who aid them in their studies and adventures.&lt;br /&gt;
&lt;br /&gt;
The covenant thus provides the &amp;quot;home base&amp;quot; of the characters, and adventures can revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant&#039;s interest.&lt;br /&gt;
&lt;br /&gt;
The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy.&lt;br /&gt;
&lt;br /&gt;
== Other Features ==&lt;br /&gt;
Ars Magica has a few other features that are different from most other role-playing games, but aren&#039;t as fundamental as the magic system and the setting.&lt;br /&gt;
&lt;br /&gt;
=== Long-running Sagas ===&lt;br /&gt;
Ars Magica treats adventures as rare and remarkable events. Between adventures, magi pursue their studies and, slowly but surely, advance in power. Other characters practice their trade, learn from teachers, read books, and so on, improving their skills over years and decades. The game is thus more &amp;quot;realistic&amp;quot; in this sense, and encourages long-duration sagas that span decades. Wizards, in particular, enjoy great [[Longevity Ritual|longevity]], and may thus achieve great skill in the magical Arts (or some other, more &amp;quot;[[mundane]]&amp;quot;, skills, if they invest in learning them). They typically spend much of their time learning magical Arts, inventing new spells, enchanting magic items, and so on.&lt;br /&gt;
&lt;br /&gt;
===  Troupe Style Play ===&lt;br /&gt;
{{Main|Troupe style}}&lt;br /&gt;
While in most roleplaying games each player controls a single character, Ars Magica encourages [[troupe style]] play where each player plays &#039;&#039;different&#039;&#039; character(s) in different adventures or game sessions. Each player typically has one main, wizard, character, but also one [[Companion]] character that plays the role of the supporting-cast and that can often be played on adventures the main (wizard) character does not participate in. Background characters (called [[grog|Grogs]]) are often played jointly by the group as a whole, or are taken on as extra (often, multiple) characters by a player. A typical Ars Magica adventure will thus feature one or two wizards, accompanied by a few companions and a small entorouge of grogs. Each player will control one or more grogs, although he will probably also have a companion or wizard character that will be more pivotal to the story (or, at least, to the saga as a whole).&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Main|Combat}}&lt;br /&gt;
Combat in Ars Magica is deadly and fairly abstract. Like many roleplaying games, combat is divided into combat &amp;quot;rounds&amp;quot; where each character gets to act on its turn in the round. There are no clear movement rules (see the [[FAQ]] entry, [[Movement]]), however, and what a character can precisely do on its turn is left somewhat vague. Combat skills are focused on broad technique (such as [[Single Weapon]]), are used both to hit and to avoid being hit. Characters may defend other characters, and groups may act jointly and enjoy benefits if properly led and trained to act as a group. Characters&#039; wounds penalize actions, generally leading to a [http://socratesrpg.blogspot.ca/2006/03/what-is-death-spiral.html death spiral], and can often be deadly very quickly. [[Wound recovery]] without magic is slow and dangerous, as wounds can actually become worse in time. While magic can be used to provide quick and safe healing, this is expensive (requiring [[vis]], a rare commodity) so will not often be used.&lt;br /&gt;
&lt;br /&gt;
=== Simulation and Narration ===&lt;br /&gt;
The rules for long-term advancement, laboratory work (such as inventing new spells), and in some respects combat are &amp;quot;simulationist&amp;quot;, encouraging a &#039;realistic&#039; perspective and tinkering with their baroque options. In many other ways, however, Ars Magica encourages a more &amp;quot;narrativist&amp;quot; approach to the game. For example, characters receive Flaw-points (see [[Virtues and Flaws]]) in return to providing story hooks (see [[Story Flaw]]), and design their covenant on the basis of the kind of stories they want to tell. Overall, the game generally allows &amp;quot;simulationist&amp;quot; and rules lawyering in the down-time between adventures, but incorporates significant &amp;quot;narrativist&amp;quot; elements in the rules framing saga, adventure, and character design and, to some extent, which often bear on the sessions themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[FAQ|Frequently Asked Questions]] about Ars Magica.&lt;br /&gt;
* [[Products]]: Rule books and game supplements for Ars Magica&lt;br /&gt;
* [[Welcome to Ars Magica]]: A gentle introduction to the game&#039;s rules and setting.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Ars_Magica Wikipedia]: The wikipedia page for Ars Magica.&lt;br /&gt;
&lt;br /&gt;
==  Legacy Page  ==&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:ars_magica]]&lt;br /&gt;
[[Category:ArM1]]&lt;br /&gt;
[[Category:ArM2]]&lt;br /&gt;
[[Category:ArM3]]&lt;br /&gt;
[[Category:ArM4]]&lt;br /&gt;
[[Category:ArM5]]&lt;br /&gt;
&lt;br /&gt;
==  Copyright Notice ==&lt;br /&gt;
This page contains material originally &amp;amp;copy; 1997 by [[David Chart]].  It is used with permission.&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Years_of_Conquest&amp;diff=5664</id>
		<title>Years of Conquest</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Years_of_Conquest&amp;diff=5664"/>
		<updated>2012-10-20T10:58:07Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: /* What is a Kickstarter Project? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ars Magica: Years of Conquest&#039;&#039;&#039; is a [http://http://www.kickstarter.com/projects/blackchickenstudios/ars-magica-video-game Kickstarter Project] to develop a computer version of Ars Magica.&lt;br /&gt;
&lt;br /&gt;
== What is a Kickstarter Project? ==&lt;br /&gt;
Kickstarter is a Web site for &amp;quot;crowd funding&amp;quot; of creative projects. Sometimes artists, authors, and game developers have expensive projects they want to undertake, but can&#039;t afford to finance themselves. Kickstarter allows people to pledge money to get the project started. Each project has a minimum funding goal: if the pledges meet or exceed that goal, everyone who pledged money is obligated to pay, and the project &#039;&#039;&#039;starts&#039;&#039;&#039;. If the project falls short of its funding goal, nothing happens and nobody pays.  Note that even if the project gets started, there is no guarantee it will ultimately succeed.&lt;br /&gt;
&lt;br /&gt;
The [http://www.kickstarter.com/help/faq/kickstarter%20basics?ref=nav Kickstarter Basics] page does a better job explaining this than we can.&lt;br /&gt;
&lt;br /&gt;
Just to be clear, Project: Redcap has no affiliation with Kickstarter or with the &#039;&#039;&#039;Ars Magica: Years of Conquest&#039;&#039;&#039; project. We&#039;re announcing it because we think it will be of interest to Ars Magica fans, that&#039;s all.&lt;br /&gt;
&lt;br /&gt;
== About the Proposed Game ==&lt;br /&gt;
&#039;&#039;&#039;Ars Magica: Years of Conquest&#039;&#039;&#039; will be a 2-D, single-player, turn-based game. The best description of what the game will be like is on its [http://www.kickstarter.com/projects/blackchickenstudios/ars-magica-video-game?ref=live Kickstarter page].&lt;br /&gt;
&lt;br /&gt;
== Funding Status ==&lt;br /&gt;
Project: Redcap is not going to spend time regularly posting updates on this project. See the [http://www.kickstarter.com/projects/blackchickenstudios/ars-magica-video-game?ref=live Kickstarter page].&lt;br /&gt;
&lt;br /&gt;
The project was announced on October 19, 2012. The deadline for pledges is November 18, 2012, at 1:09 pm EST.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* &#039;&#039;&#039;Ars Magica: Years of Conquest&#039;&#039;&#039; at [http://http://www.kickstarter.com/projects/blackchickenstudios/ars-magica-video-game Kickstarter.com]&lt;br /&gt;
* [http://academagia.invisionzone.com/index.php?showforum=25 Developer&#039;s Forum]&lt;br /&gt;
* [http://forum.atlas-games.com/viewtopic.php?f=4&amp;amp;t=9396 &amp;quot;Ars Magica Video Game&amp;quot; thread] at the [[Official forum]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Products]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=5608</id>
		<title>Damhan-Allaidh</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=5608"/>
		<updated>2012-10-16T13:05:40Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: /* The name &amp;quot;Davnalleous&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damhain-Allaidh&#039;&#039;&#039; (pronounced DAH-van ALL-ath) is a Gaelic name meaning &amp;quot;Spider.&amp;quot;  Damhain-Allaidh was a powerful, evil wizard who was an enemy of the [[Order of Hermes]] early in the ninth century.  His name is sometimes Latinized to &#039;&#039;&#039;Davnalleous&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==  War Against the Order of Hermes ==&lt;br /&gt;
&lt;br /&gt;
Damhain-Allaidh was an active opponent of the Order of Hermes who organized other wizards to violently resist its expansion.  His &amp;quot;war&amp;quot; was mainly clandestine.  At the time, the Order of Hermes had no presence in the British Isles, which were home to a variety of [[hedge wizard | hedge wizards]].&lt;br /&gt;
&lt;br /&gt;
Damhain-Allaidh&#039;s allies included Anglo-Saxon [[rune wizard | rune wizards]] and monstrous shapechangers, and the [[gruagach | gruagachan]].&lt;br /&gt;
&lt;br /&gt;
The Order of Hermes sent [[Pralix]] to root out and destroy Damhain-Allaidh and his allies.  In the process, Pralix forged an alliance of British wizards from several different [[tradition | traditions]], including the [[Columbae]] and the [[Damhadh-Duidsan]]. (This alliance went on to become the [[Ordo Miscellanea]].)&lt;br /&gt;
&lt;br /&gt;
===  Final Fate ===&lt;br /&gt;
&lt;br /&gt;
As is not uncommon with powerful enemies of the Order, Damhain-Allaid&#039;s fate is not certain.  Most magi think he was slain in the decisive battle of Pralix&#039;s war, but there are some who think he escaped.  It is rumored that one day he or his descendants will return to take his vengeance.&lt;br /&gt;
&lt;br /&gt;
==  Damahin-Allaidh&#039;s Magic ==&lt;br /&gt;
&lt;br /&gt;
Details of Damhain-Allaidh&#039;s magic are scarce.  He is described in the ArM5 core book as a &amp;quot;warlock.&amp;quot;  It is widely believed in the Order that he was a [[diabolist]] but this is not confirmed in Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
==  Past Editions ==&lt;br /&gt;
&lt;br /&gt;
The Gaelic name Damhain-Allaidh first appeared in the Third Edition supplement, [[Lion of the North]].  Before that, the villain&#039;s name was always given as Davnalleous.  Now, with Fifth Edition, the Latinized form seems to have fallen into disuse.&lt;br /&gt;
&lt;br /&gt;
The history of Damhain-Allaidh&#039;s war against the Order, as presented in Fifth Edition supplements, is broadly consistent with the history given in &#039;&#039;Lion of the North&#039;&#039;.  Lion of the North gives a lengthier and more specific account of the war than is found in later supplements. Some minor details have changed between editions, such as who created the [[Robes of the Dusty Dawn]].&lt;br /&gt;
&lt;br /&gt;
Past editions portrayed Davnalleous as having started his resistance to the Order on the mainland side of the English Channel, then fleeing to the British Isles.  In Fifth Edition, he started out in the British Isles.&lt;br /&gt;
&lt;br /&gt;
===  The name &amp;quot;Davnalleous&amp;quot; ===&lt;br /&gt;
Rumors in the [[fan community]] speculate that the original name of this villain, &amp;quot;Davnalleous,&amp;quot; is a parody of the name of gamer and writer [http://en.wikipedia.org/wiki/Dave_Nalle Dave Nalle].  According to legend, Mr. Nalle was an outspoken critic of Ars Magica in its early days.&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&lt;br /&gt;
* Damhain-Allaidh and the [[Ordo Miscellanea]], [[ArM5]] page 10&lt;br /&gt;
* History of House Ex Miscellanea, [[HoHS]] page 101&lt;br /&gt;
* War Against the Order, [[Ancient Magic]] page 134&lt;br /&gt;
* Gruagachan, [[Hedge Magic Revised Edition]] page 55&lt;br /&gt;
[[Category:Order of Hermes]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=House_Flambeau&amp;diff=5143</id>
		<title>House Flambeau</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=House_Flambeau&amp;diff=5143"/>
		<updated>2012-10-10T10:37:33Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|above=&#039;&#039;&#039;House Flambeau&#039;&#039;&#039;&lt;br /&gt;
|label1=Motto|data1=&amp;quot;Ad mortem incurramus.&amp;quot;&amp;lt;br&amp;gt;(We charge unto death)&lt;br /&gt;
|label2=Symbol|data2=Angular hourglas&lt;br /&gt;
|label3=[[Primus]]|data3=[[Garus]]&lt;br /&gt;
|label4=[[Domus Magna]]|data4=[[Castra Solis]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Flambeau&#039;&#039;&#039; is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. &lt;br /&gt;
&lt;br /&gt;
The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. &lt;br /&gt;
&lt;br /&gt;
[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other &amp;quot;Societas Flambonis&amp;quot; and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournaments]].&lt;br /&gt;
&lt;br /&gt;
Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allowing some Flambeau magi access to other virtues, to represent different Schools of magical combat.&lt;br /&gt;
&lt;br /&gt;
==  Notable Magi ==&lt;br /&gt;
&lt;br /&gt;
* [[Flambeau the Founder]]&lt;br /&gt;
* [[Apromor]]&lt;br /&gt;
* [[Elaine]]&lt;br /&gt;
* [[Garus]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* The core description of the House is on [[ArM5]] page 11.&lt;br /&gt;
* The full canonic depiction is given on [[HoHMC]] 6-38.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[http://www.durenmar.de/articles/flambeau.html House Flambeau - an Alternative View]&#039;&#039; by Lucy Hewitt (at [http://www.durenmar.de/ Durenmar])&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:house_flambeau]]&lt;br /&gt;
[[Category:Order of Hermes]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=House_Flambeau&amp;diff=5142</id>
		<title>House Flambeau</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=House_Flambeau&amp;diff=5142"/>
		<updated>2012-10-10T10:36:58Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|above=&#039;&#039;&#039;House Flambeau&#039;&#039;&#039;&lt;br /&gt;
|label1=Motto|data1=&amp;quot;Ad mortem incurramus.&amp;quot;&amp;lt;br&amp;gt;(We charge unto death)&lt;br /&gt;
|label2=Symbol|data2=Angular hourglas&lt;br /&gt;
|label3=[[Primus]]|data3=[[Garus]]&lt;br /&gt;
|label4=[[Domus Magna]]|data4=[[Castra Solis]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Flambeau&#039;&#039;&#039; is one of the twelve [[Houses]] in the [[Order of Hermes]], with aggressive and ferocious [[magi]] specializing in combat magic. In [[Ars Magica Fifth Edition]] the canonic house is described in [[Houses of Hermes: Societates]]. &lt;br /&gt;
&lt;br /&gt;
The canonic depiction of the House was criticized for its portrayal of the Founder [[Flambeau the Founder|Flambeau]], which sought to soften the more violent and wild figure from prior editions. It was equally commended for providing a vision of magi pursuing ideals of chivalry, far beyond the stereotypical violent magi of old. &lt;br /&gt;
&lt;br /&gt;
[[HoHS]] introduced the idea of [[Milites]] modeled after knightly orders, as well as offering other &amp;quot;Societas Flambonis&amp;quot; and Flambeau archetypes that range from crusaders to orators. It also introduced a system of [[House Acclaim]] that rewards magical heroic or martial achievements, especially in the [[Flambeau Tournament|Flambeau Tournaments]].&lt;br /&gt;
&lt;br /&gt;
Core Flambeau magi receive the free virtue [[Puissant Art]] in [[Ignem]] or [[Perdo]]. [[HoHS]] suggests, as an optional rule, allowing some Flambeau magi access to other virtues, to represent different Schools of magical combat.&lt;br /&gt;
&lt;br /&gt;
==  Notable Magi ==&lt;br /&gt;
&lt;br /&gt;
* [[Flambeau the Founder]]&lt;br /&gt;
* [[Apromor]]&lt;br /&gt;
* [[Elaine]]&lt;br /&gt;
* [[Garus]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* The core description of the House is on [[ArM5]] page 11.&lt;br /&gt;
* The full canonic depiction is given on [[HoHMC]] 6-38.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[http://www.durenmar.de/articles/flambeau.html House Flambeau - an Alternative View]&#039;&#039; by Lucy Hewitt (at [http://www.durenmar.de/])&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:house_flambeau]]&lt;br /&gt;
[[Category:Order of Hermes]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Pripet_Maior&amp;diff=5065</id>
		<title>Pripet Maior</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Pripet_Maior&amp;diff=5065"/>
		<updated>2012-09-30T12:23:43Z</updated>

		<summary type="html">&lt;p&gt;173.48.173.190: Looks like a fan-created covenant, so I tagged it as such&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A [[Bjornaer]] covenant in the [[Novgorod Sagas|Novgorod Tribunal]].&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
&lt;br /&gt;
* [[HoHMC]] 25, mentions it.&lt;br /&gt;
* [[tDatB]] 131-137 provides a ([[Fourth Edition]]) description of the covenant.&lt;br /&gt;
&lt;br /&gt;
One potential fate is that the Covenant is destroyed in a Wizards war of 1235, and plans progress to refound the covenant. Loose conversion notes of what&#039;s left below:&lt;br /&gt;
&lt;br /&gt;
==  Pripet Maior (c1235) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; House on stilts above a reed bed&lt;br /&gt;
&#039;&#039;&#039;Season:&#039;&#039;&#039; Destroyed 1234 Founded: 993 (242 years on)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Members (1?)&#039;&#039;&#039;&lt;br /&gt;
*Lev Deniki (150): Bjornaer, Pleasant, rational, courteous magus, lost to final? Twilights 1234&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Site&#039;&#039;&#039;&lt;br /&gt;
Aura +6 ( 3 minor boons)&lt;br /&gt;
Vivid environment (minor boon)&lt;br /&gt;
Haunted (minor hook)&lt;br /&gt;
Island (free)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
Hidden resources (minor boon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;External Relations&#039;&#039;&#039;&lt;br /&gt;
Prestige (major boon)&lt;br /&gt;
Infamous (minor hook)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis (150bp)&#039;&#039;&#039;&lt;br /&gt;
Potential 30 pawns income (An3, Aq7, Cr5, He7, Mu5, Te3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total 150 pts (low)&#039;&#039;&#039;&lt;br /&gt;
===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:pripet_maior]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Covenants]]&lt;br /&gt;
[[Category:Fan-created]]&lt;/div&gt;</summary>
		<author><name>173.48.173.190</name></author>
	</entry>
</feed>