Ars Magica PBEM Campaign

What is Ars Magica?

Ars Magica is a role-playing game that deals primarily with magi and their activities in middle ages Europe. In the game all myths and legends are real. Faeries, demons, and angels all walk the earth and are integral to the game. The campaign revolves around the magi of the players who group together and form a "covenant". The members of the covenant then spend their time going on adventures together. These adventures could include searching for a wondrous magical item, entering the faerie realms, trying to protect a magical place from the depradations of the "mundanes", or any number of other exciting possibilities. In the time between adventures the individual magi are left to their own devices. They can research new spells, study magical items, write books, or any of the other activities that magi are supposed to engage in. More information on Ars Magica can be found at the Atlas Games web site.
 

What type of characters do I create?

Every player generates at least two characters, one magi and one companion.  The magi is fairly self-explanatory, though there are lots of options as to what kind of magi you can create.  A companion is a valued member of the Covenant, taking on those tasks that the Magi themselves can't complete.  In regular RPG terms the Companion would be a Ranger, Merchant, Thief, Mercenary, etc.

Players also create as many Grogs as they want.  Grogs are the basic grunts of the Covenant, the soldiers who defend the Covenant and the Magi.  Grogs are kind of single-minded but they can still be given well-rounded personalities that will make them fun characters to play.

The most important thing to remember when creating your character(s) is to really think about his or her background and personality.  This is a role-playing game after all. :)  Make sure you do at least a brief background write-up for each character.
 

What the heck is a Covenant?

Very simply the Covenant is the base of operations for your group.  It can be a castle high in the mountains, a manor in middle of a city, a keep hidden deep in the woods, or anything else you and your group may desire.  Your group will get together and design the characteristics of the covenant to your liking.  The Covenant is almost as much of a character as your magi or companion!

How do we play?

Ars Magica differs somewhat from the standard role-playing campaign in that large amounts of game time can pass between "adventures". In a standard role-playing campaign the group will go on adventure after adventure with very little "down time" between sessions.  In Ars Magica you might go on an adventure in October of 1220 and then not go on another one until Spring of 1221.  The intervening months are when your magi gets to do all sorts of cool magical stuff like; researching spells, creating/studying magic items, writing/studying texts, etc.  All of the above laboratory activities gain you experience points (aside from whatever cool stuff you may learn from your activities).  This down time will also be perfect for doing any sort of individual activities you may want your magi to do.

When there is an actual adventure for which the whole group will gather you won't necessarily play your magi character either.  The adventure will be presented to the group and then the group will meet as a whole to decide who goes on the adventure.  Thus, you may wind up playing your magi on one mission, but your companion (or a grog) on the next.
 

The Houses of Hermes

One of the most crucial decisions that you'll make when generating your magus character is deciding which House he or she
is a member of.  Each of the 12 houses is very unique in its own way and your decision will influence what kind of magus you
wind up playing.   Follow this link to get a short description of each of the houses.  If you have any further questions about them
get in touch with me.
 
 

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