
Ars Magica is a wonderful game, yet one that I've found few enough players for. Set in an alternate version of 13th century Europe, Ars Magica assumes that what people of the times believed is literally true, with the fundamental laws of the Universe being linked to the Medieval Paradigm. It's a game practically designed for history geeks like myself (or, as David Chart has pointed out, for making history geeks like me.)
--My most major thing for this setting has been praised by many,
lambasted by none (at least, not to my face). To see my take on the
House Diedne, follow this link.
This is my new version of the manuscript; cleaned up a bit, with the
diabolism moved to an appendix, rather than part of the main text. I've
also brought it more in line with what Atlas has released since I first
wrote it.
-Frédéric Faux
liked my paper on the Diedne so much, he translated it into French.
Check out the French Version.
A word of warning, though. I don't read French, so I might have made
some mistakes when I commited it to HTML. This will have some
differences from the current version, as it was made from the original.
--Varius, a man of excellent
taste, decided that my work on the Diedne should also be translated
into German. This, too, is made from
the original version of the Diedne manuscript.
-I had an article on Failed
Apprentices published in Hermes Portal #12.
--Ferdinand de Palma is a
warrior with a mission... and a few friends along for the ride.
-Brand Ollausson is a Merinita
magus, seeking a new home away from his memories of his lost wife.
--In the covenant of Haunted
Springs, the maga Zorya, the Father Theodolphus, and several grogs dwell with their companions
and masters.
Of special note to Ars Magica players is Project Redcap These guys do a lot for Ars Magica on the Web, so check them out. Of course, Atlas owns Ars Magica, so check them out if you want the true info on Ars Magica products.