Ars Magica Digital Codex

Contents

Chapter One: Introduction
   Noble Characters for Many Styles of Saga

Chapter Two: Politics
 The Gratitude System
 The Projection of Power
 Retinue
  Family
   Designing a Family
   Inheritance
   Marriage and Dowries
  Military
  Clerical and Menial
  Criminals
  Offices
   Admiral
   Butler
   Chancellor
   Chamberlain
   Constable
   Counselor
   Justiciar
   Marshal
   Sheriff / Bailie / Sénéchal
   Steward
   Treasurer
  Offices Found Only Near England
   Coroner
   Forest Warden
 Vassals
  Why Bother With Vassals?
  Vassalage Allows Nobles to Express a Common Interest
  Vassalage Allows for Huge Transactions
  Vassalage is a Form of Truce
  Vassalage Limits Genocidal Warfare
  Money
  Warriors
  Scutage
  Advice
  Wardship of Heirs
  Wardship of Widows
 Affinity
  Secular Allies
  Church Allies
  Affinity Leadership
  Control Through Emotional Bonds
 Agents
  Design of Agents
  Acquiring Agents
  Using Agents
  Maintaining Agents
 Reputation
  Noble Reputation
  Prudhomme
  Improving Noble Reputation
  The Advantages of Reputation
  Reputation is Utterly Vital
 Public Power for Women
  Dressing as a Man
  Holding Land
  Absence
  Inheritance
  Political Success
  Conquest
  Widow’s Portion and Stewardship
  Nuns

Chapter Three: A Comparison of Titles
 The French (and English) System
  Squire (Armiger, Écuyer)
  Knight (Miles, Chevalier)
  Bacheler Knight
  Knight Banneret
  Baron (Baro, Baron)
  Earl or Count (Comes, Comte)
  Viscount (Vice-comes, Viscomte)
  Count Palatine and Marcher Lord
  Duke (Dux, Duc)
  King (Rex, Roi)
 The German System
  Herr (Generosus, Lord)
  Freiherr
  Ritter (Miles, Knight)
  Ministeriales (Ministers)
  Graf (Comes, Count/Earl)
  Markgraf (Marchio, Margrave)
  Herzog (Dux, Duke)
  König (Rex, King)
  Römischer Kaiser (Romanorum Imperator, Roman Emperor)
 Iberian Systems
  Infanzone
  Caballero
  Caballero Villano
  Caballero Hidalgo (or Fidalgo)
  Ricohombre
 The Italian Model
 Byzantine Models

Chapter Four: Interference
 Methods of Interference
 Alternatives to Conspiracy
 Making Riches
 Magic Items
 Involvement
  Self-Defense
  Defense of Sodales
  Defense of the Art
 How Much Do Nobles Know?
 Why Don’t Magi Break Mythic European Feudalism?
  Ignore It
  The Code Works as Intended
  Lucky Coincidence
  A Conspiracy of Realms
  God Has A Plan
  Mythic Europe is Made for Sin
  Faeries Inadvertently Defend the Status Quo
  Magi Helped Design Feudalism

Chapter Five: Leisure
 Pets
 Outdoor Pursuits
 Board Games
 Gambling
 Good Drink, Song, and Dance
 The Feast
  Preparing the Feast
  The Noble Diet
  Seating the Guests, and Good Manners
  Time to Eat
  The Host
 The Hunt
  Varieties of Hunting Hounds
  Hounds and Aging
  Hunting with Hounds
   The Quest
   The Assembly
   The Relay
   The Finding
   The Chase
   The Kill
   The Unmaking and Curee
  Bow and Stable Hunting
  Hunting Stories
  The Prey
 Horses
  The Types of Horses
  The Care of Horses
  Horses and Aging
 Hawking
  Birds and Aging
 Running an Establishment
  The Kennels
  The Mews
  The Stables
  Living Conditions and Specialists
 Romance
  The Pursuit of Love
  The Rules of Love
 Patronage
 The Tournament
  Staging a Tournament
  Patronage
  Costs
  Team Sponsors
  The Tournament Site
  Lodgings
  Tournament as Fair
  Rules of Melee
  Ransom
  Companies of Men
  Tournament Combat
   The Commencailles
   Jousting
   Fencing
   The Grand Charge
   High Ambition
   Gaining and Losing Reputation
   Company Reputations
  Patronage
  Tournaments as Income
  Awards
 Money in Ars Magica: A Recap

Chapter Six: Manorial Fiefs
 Subinfuedation
 The Manor: The Model Fief
 Alternatives to the Manor With Demesne
 Greater Fiefs
  Capital Messuage
  Hall
  Animal Sheds
  Barns
  Curtilage
  Fishponds
  Granary
  Kitchen
  Stackyard
  Farmland
   Arable
   Meadow
   Pasture
  The Lord’s Portion: The Demesne
  Market Fair
  Mills
  Baking
  Commons
  Waste
  Fisheries and Marshes
  Woods
  Parks and Lodges
  Warrens
  Mineral Rights
  Legal Rights and the Manor Court
   Entering the Manor
   Heriot, Mortuary, and Laity Objects
   Tallage
   The Manor Court
    Procedure of the Court
    Juries
    Disputes
    Disputes Based on Weights and Measures
    Fines
    Seizure
    Sex Taxes: Merchet, Leywrite, Childwrite, and Fines for Celibacy
    Fines for Being Fined
  Church
   Churchyard
   Glebe
   Church and Priest’s House
  Improvement
   Assarting
   Conquest
   Land Management
   Marriage
   Purchase
 Fief-like Holdings
  Allods
  Alms and Charities
   Alms Land
   Charities
  Towns With Royal Charters
  Discuss Poverty in Your Saga

Chapter Seven: The Peasantry
 Classes of Peasant
  The Unemployed and Day Workers
  Famuli and Other Retained Servants
  Serf or Villein
  Offices for Villeins
  Half-free
  Free Peasants
  Officers
 Standard of Living
  Housing
  Food and Drink
  Improvement in Living Standards
   Paying Tithes Inadequately
   Paying the Lord Less Than You Owe
   Paying the Lord Only What You Owe
   Not Resting on Holy Days
   Perjury on Behalf of Lords
   Stealing from Neighbors
   Changing Priests Without Permission, or Deducting Tithe for his Flaws
   Sexual Abstinence
   Working in Old Age
   Moving Manor
   Not Working Hard
   Being Hard on Pilgrims and the Poor
 The Gaining of Freedom
  Manumission by Lay Lords
  Manumission by the Church
  Manumission by Membership of a Town’s Guild
  Manumission by Force of Crusading Sentiment
 The Agricultural Year
  Two- or Three-Field Rotation
  August and September
  October
  November
  December
  January
  February
  March
  April
  May
  June
  July

Chapter Eight: Massed Combat
 Medieval Armies
  Raising an Army
   Vassals
   Allies
   Affinity
   Mercenary Budget
 Heroic Endeavors
  Territorial Advantage
  Using Magic to Seize Advantage
  Weight of Numbers
  Battlefield Events
   Maneuver
   Size
   Enemy
   Wounds and Attrition
  Example Battlefield Events
   Skirmish
   Hold the Line
   Rescue
   Loose
   On All Sides
   Ransom
   Feint
   Seize the Colors
   A “Heroic” Maneuver
   Alone Against the Many
 The Aftermath of Battle
 Siegecraft
  Castles
   Every Castle Sends a Message
   Free Choices
   Minor Castles
    Shell Keep
    Tower Keep
   Curtain Walls and Mural Towers
   Keep Alternatives for Castles with Curtain Walls
   Barbican and Moat
   Describing Castles
   Garrison
   Defenses
   Supplies
   Life Under Siege
   Stockade
   Siege Engines
   Laying Siege
   Troop Deployment
   Undermining
   Artillery
   Escalade
   Counterattack
    Scale the Ladders
    Open the Gates
    Take the Marshal
   Aftermath

Chapter Nine: Optional Combat Rules
 The Combat Round
  When to Use Combat Rounds
 Initiative
  When to Roll Initiative
  Actions in Combat
   Not Everything is an Action
   Examples of Actions
   Reactions
   Extended Actions
   Option: Fast Actions
   Delaying Actions
   Option: Interrupting Actions
   Option: Fast Casting as Interruption
 Tactical Movement
  Moving in Combat
  Movement and Groups
  Obstacles, Barriers, and Movement
 Engaging and Disengaging
  Engaging in Combat
  Effects of Being Engaged
  Engagement and Defenders
  Option: No Engagement for Missile Combat
  Option: No Missiles While Engaged in Melee
  Option: Defenders as Interceptors
  Disengaging
   Attempting to Disengage
   Automatic Disengagement
   Option: Reckless Disengagement
 Attacking and Defending
  Attacking
   Charging on Foot
   Option: Interrupting a Charge
   Option: Ready Missiles
   Option: Constriction Attacks
  Defending
   Defense when Unarmed
   Helpless Characters
   Option: Diceless Defense
   Option: No Defense for Missile Weapons
   Option: Evasion
   Option: Lasting Consequences of Serious Damage
   Option: Mitigating Deadly Wounds
 Mounted Combat
  Untrained Mounts
  Mounted Movement
  Charging on Horseback
   Option: Shock of the Charge
  Shooting Missiles from Horseback
  Actions Taken by Horses
  Attacking Horses
  Wounding Horses
  Controlling a Panicked Horse
   Option: Defensive Bonus for Moving Horses
  Mounting and Dismounting
   Leaping from the Saddle
   Option: Vaulting Into the Saddle
  Falling from Horseback
   Being Pinned Under a Horse
 Battlefield Situations
  General Situational Modifiers
  Specific Situations
   Cover
   Concealment, Darkness, and Invisibility
   Higher Ground
   Fighting Indoors and in Narrow Spaces
   Option: Non-Lethal Combat
   Non-Lethal Damage: Bruises
   Recovering from Bruises
   Weapons and Bruises
   Special Effects
 Advanced Group Combat
  Accelerated Group Training
  The Leader’s Actions
  Morale and Discipline
   Discipline
   Example Discipline Ease Factors
   Morale
   Example Morale Ease Factors
   Disordered Groups
   Routed Groups
   Rallying a Group
   Groups With No Leader

Supplement: Arms & Armor