Ars Magica Digital Codex

ON A CIME The Storytelling Card Same

Now in its Third Edition!

The award-winning classic card game is now updated with gorgeous new artwork, a re-worked cardlist that makes play smooth and easy, and simplified rules designed to appeal to new players. All that for the same price!

Stock #AG1030 • ISBN 1-58978-131-7 • MSRP $24.95 US

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©2012 Trident, Inc. d/b/a Atlas Games. Once Upon a Time is a trademark of John Nephew, used under license. All rights reserved.

Recent Releases The Contested Isle: The Hibernian Tribunal The magi of Hibernia respect the land and its supernatural inhabitants, granting much of the Tribunal's area to hedge traditions and allowing supernatural creatures a vote at Tribunal. Now, magi from elsewhere in the Order have come to "reform" the Peripheral Code, laying siege to and taking one of the Irish covenants. If the native magi could just stop fighting each other, they would resist. As English lords push further into the island, and the Church struggles with attempts to make it fit continental ideals, the Order of Hermes faces its own conflict. The traces of past conflicts are everywhere: the faerie Tuatha De Danaan, the magic Fir Bolg and Formorach, and saints as prone to curse as bless. Demons, however, are nowhere to be seen, as constant fighting convulses the Emerald Isle. It is, as ever in Ireland, a time for heroes. Transforming Mythic Europe Hermetic magic has the power to change the world. A magus fresh from apprenticeship can create a land to rule where there was nothing but ocean. Magic can replace much of the back-breaking labor typical of the medieval world. Even without changing their use of magic, magi could upend the structure of society by involving themselves in its problems and politics. But magi avoid such activities. They know the risks involved, and do nothing that might upset the status quo of Mythic Europe. Except when they do. This book describes the magic and activities necessary to transform Mythic Europe, whether by creating an island for magi to rule, integrating the Order of Hermes into wider society, or starting a technological revolution. None of the magic is particularly hard, nor does it rely on hidden secrets. Magi have not changed Europe because they have not yet chosen to. Your magi may choose differently. Hooks Mythic Europe is a place of wonders. Ancient spirits live in the rivers and sleep under towns and cities. Merchants travel between those cities, bringing the mundane population together, while nobles fight and hunt from their castles of stone. The dead do not all rest quietly, and the traces of ancient magics take an active interest in the present day. Yet still magi prefer to sit in their libraries and laboratories, oblivious to everything beyond the walls of their covenant. Get their attention. This book contains eight short scenarios for Ars Magica Fifth Edition tied to a previously released Ars Magica sourcebook. Each is designed to be played in a single session, and to draw the characters into some aspect of the rich background of Mythic Europe. Each scenario could serve as a single session's entertainment, or as the springboard for a saga arc. Coming Soon: Mythic Locations Find out more at atlas-games.com/arsmagica