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Project: Redcap; the crossroads of the Order

Ars Magica Reference Document

From Project: Redcap

This Ars Magica Reference Document is a hyperlinked document containing all the Ars Magica Open License material.

This document is still under construction. You are invited to help constructing it, through the Ars Magica Open Content Conversion Tracker.

Core Books

Definitive Edition
The core Fifth Edition rules including the core material from all the supplements.
Standard Core Rulebook
The core Fifth Edition rules.

The Order

Houses of Hermes - True Lineages
House Bonisagus, Guernicus, Mercere, and Tremere.
Houses of Hermes - Mystery Cults
House Bjornaer, Criamon, Merinita, and Verditius.
Houses of Hermes - Societates
House Flambeau, Jerbiton, and Tytalus, and Ex Miscellanea.
The Mysteries Revised Edition
Mystery Cults that may exist in the setting, and rules for mystery cults.
Covenants
Extended Hooks & Boons, laboratory improvement rules, library, finance, and more.
Grogs
Apprentices
Magi of Hermes
A collection of 15 example magi.
Legends of Hermes
A collection of five legendary magi, and an adventure linked to each.
Through the Aegis
Five example covenants.
Semita Errabunda
A free example covenant.

Realms of Power

Realms of Power - Magic
Creating Mighty creatures, a Magical and mundane bestiary, the Magic Realm proper, and more.
Realms of Power - Faerie
Faeries, faerie-based hedge wizardry, faerie auras and the faerie realm, and more.
Realms of Power - The Divine
Angels and Divine creatures, the Dominion, divine-based hedge wizardry, the three great monotheistic faiths, and more.
Realms of Power - The Infernal
Demons, diabolists, infernal auras and regios, and more.

Tribunals

Faith & Flame - The Provencal Tribunal
A "vanilla", no-tribunal-specific-rules, tribunal. Any magus may establish a covenant, without need for permission. With an emphasis on the Albigensian Crusades.
Guardians of the Forest
The Rhine Tribunal: Mythic Germany. Politics is divided into Gilds (parties), with senior magi having more votes. Includes a detailed saga-starting locale and seeds.
The Contested Isle - The Hibernian Tribunal
Mythic Ireland. The Code of Hermes is loose, and the magi may take sides in the truggle between the people of Hibernia and the English.
The Lion and the Lily - The Normandy Tribunal
Vis contested through tournaments.
The Sundered Eagle - The Theban Tribunal
Each tribunal must have a patron, and the tribunal adheres to a unique democratic culture.
Against the Dark - The Transylvanian Tribunal
Hermetic magi may rule openly, but under the watchful eyes of House Tremere. With an emphasis on horror stories.
Heirs to Merlin - The Stonehenge Tribunal (4E)
A very rules-light treatment, with an emphasis on lore instead.
The Dragon and the Bear - The Novgorod Tribunal (4E)
A hinterland were civilization hasn't penetrated beyond the central valleys, and pockets of paganism are maintained. Also - mongols, and squabbling local princes.
Sanctuary of Ice - The Tribunal of the Greater Alps (4E)
An elitist Greko-Roman society, focusing elder magi and great projects.
Blood & Sand - The Levant Tribunal (4E)
Torn between allying with local Muslim and conquring Crusader forces, and exploring ancient Biblical magic and exotic Muslim wizardry.
Tribunals of Hermes - Iberia (3E)
Presenting an older (Third Edition) view of House Flambeau, and the struggle against infernal corruption.
Tribunals of Hermes - Rome (3E)
With a heavy emphasis of commercial and political rivalry, and a fair amount of demons.
Ultimate Thule - Mythic Scandinavia (3E)
The Loch Leglean Tribunal is portrayed ias a wild hinterland of the Order. It is a stronghold of House Ex Miscellanea, and the Faerie Realm is strong in it. This ancient supplement also describes key chapters in Hermetic histroy (some of which are not congruent with Fifth Edition cannon) relatd to the formation of House Ex Miscellanea.

Mythic Europe and Beyond

The Church
Includes rules on worship and pilgrimage.
Lords of Men
The nobility. Includes rules on warfare and combat.
City & Guild
With an emphasis on crafting and trade. Includes detailed worshop rules.
Art & Academe
With an emphasis on medieval lore, including the adaptation of Plato and Aristotle to magic. Includes rules for medicine, alchemy, and astrology.
The Cradle & The Crescent
Mythic Arabia any beyond. Lands beyond the reach of the Order, controlled instead by the Order of Suleiman.
Lands of the Nile
Nythic Egypt, Nubia, and Ethiopia. Lands beyond the reach of the Order.
Between Sand & Sea
Mythic North Africa, west of Egypt. Lands beyond the reach of the Order.
Mythic Locations
A collection of ten supernatural locations.
Land of Fire and Ice - Mythic Iceland (4E)
A Christian and highly-Magical land, yet beyond the reach of the Order. Visitors must contend with its supernatural guardians, and with several hedge traditions and organizations. Includes also two major adventures (see also the Icelandic Wars free web supplement).
Lion of the North - Mythic Scotland (3E)
The Loch Leglean Tribunal.

Rival Magic

Rival Magic
Hedge Magic
Ancient Magic

Scenarios

Calebais
Tales of Mythic Europe
Thrice-Told Tales
Antagonists
Hooks
Tales of Power
Dies Irae
Nigrasaxa (4E)

Transforming Mythic Europe

Transforming Mythic Europe
Hermetic Projects

Non-Ars Magica Scenarios

The Fallen Fane
The Black Monks of Glastonbury