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Ars Magica RPG 5th Edition
The Roleplaying Game of Myth and Magic. Imagine an age where myth is real and where the superstitions of the common folk hold true: faeries dance in forest glades, angels protect the Church, demons corrupt the weak, and wizards wield magic beyond the ken of other mortals. You play these magi, gathered in covenants with your allies and servants, unlocking secret powers and creating wonders. You and your friends will also portray the loyal companions and grogs who stand with the magi, as a buffer between them and the mundane world that often misunderstands their power and motives. When adventures draw you out into the medieval world of Mythic Europe, your stories are the stuff of legend. The award-winning First Edition of Ars Magica by Jonathan Tweet and Mark Rein•Hagen set the benchmark for magic systems with what's widely regarded as the best rules for magic in all of gaming, and pioneered both troupe-style play and storytelling in roleplaying. This new edition preserves those elements, but is rewritten to improve the rules for existing players, and to be more attractive and accessible to new audiences. 240 page hardcover core rulebook. Regular price $35.00
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Guardians Of The Forests
Guardians of the Forests: The Rhine Tribunal details the birthplace of the Order of Hermes, Mythic Germany. From the sinister faerie heights of the Black Forest, home to Durenmar, through the prosperous and venerable cities of the Rhineland, to the fog-ridden Harz Mountains, to the lowland plain and Crintera's island retreat on the Baltic coast, the northern Holy Roman Empire is a diverse landscape of countless magical and faerie forests, interspersed with a patchwork of powerful realms, where prince-bishops vie with dukes and merchant gilds for temporal power. This is the land of the epic Nibelungenlied, the heroic conquests of Charlemagne and Frederick Barbarossa, the miracles of St. Boniface, the splendour of the Imperial Cathedrals, the gifts of minstrels and wood-wives, and the curses of witches and the Wild Hunt. Guardians of the Forests reveals the many unique traditions of the First Tribunal, its archaic politics and lost glories, its reverence for its founders and its woodlands, the workings of the Great Library of Durenmar, and the secrets of those who pursue obscure wilderness paths in search of the primal power of the Forest. The richness of the German landscape is fully explored, replete with numerous story and saga ideas. The region of the Rhine Gorge receives a special focus -- its lost covenants, vis sources, sites of legend, towns, castles, inhabitants, and a mysterious curse are all detailed -- providing a perfect location to jump-start an Ars Magica 5th Edition saga. 144 pages. Regular price $29.95.
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Realms Of Power : Divine
Realms of Power: The Divine -- God is the patron of the Jewish people, his chosen people, guiding them through history and ultimately back to the Promised Land. God is three and one, incarnate in Christ His Son, and offers salvation to all equally. God is pure unity, with no parents or children, saving all who submit to His Will. God is beyond human understanding, and all the above statements are true. But the Divine Realm is not completely beyond human comprehension, and this book explains the power of God in Mythic Europe. From descriptions of each of the three great Divine religions, Judaism, Christianity, and Islam, to rules for Divinely-empowered wonder workers and angels, this book contains everything needed to include the Divine in your Ars Magica saga. 144 pages. Regular price $27.95
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Realms Of Power : Magic
Of the four realms of power in Mythic Europe, Magic is at once the most familiar and the most alien. It's the source of power wielded by Hermetic magi, but it cares nothing for human concerns. Elementals are the essence of the elements given form; what are emotions to them? Dragons are ancient beyond belief; why should they concern themselves with the affairs of men? Spirits are bound to the phenomena of the natural world, not to the creations of humanity. And even those humans transformed by Magic have their own strange ambitions, divorced from the petty desires of mortals. But despite this indifference, creatures and places of Magic are inexorably drawn into the lives of magi, as the members of the Order of Hermes hunt for vis, familiars, covenant sites, and the mysteries of the Magic Realm. This book shows how to create creatures of Magic of all kinds, as player characters or antagonists. Extensive examples are included, from the Beasts of Virtue that exemplify animals to the spirits of emotions, from great fire-breathing dragons to tiny fire-breathing mice, and from elementals born of matter untouched by human hands to the walking corpses of the unquiet dead. Delve into these pages to uncover the secrets of vis, magic auras, and even the Realm of Magic itself! 144 pages. Regular price $29.95.
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The Mysteries
The Mysteries, Revised Edition -- An Ars Magica Player's Sourcebook -- Secrecy is Power -- There are Mystery Cults beyond the four Houses within the Order of Hermes. They keep their secrets from other magi, revealing their knowledge one piece at a time to those who undergo grueling initiations. This book reveals all, from alchemists seeking immortality to theurgists trying to become gods. Now your magus can also walk the path of The Mysteries. 144 pages. Regular price $29.95.
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Houses Of Hermes : True Lineages
A Player's Sourcebook -- The True Lineages are the backbone of the Order of Hermes. In these four Hermetic Houses, each magus was taught by a magus of the House, and that master-apprentice relationship goes back to the founders. This sourcebook details the four True Lineages, including rules for original research, unique forms of magic, and new Virtues and Flaws. House Bonisagus descends from the two magi who created the Order, and continues to supply knowledge and leadership. They explore the theoretical applications of magic, delving deeper into its arcane secrets. And they advocate peace and cooperation among the Houses, searching for other wizards who might contribute to the community of magi. House Guernicus upholds and enforces the Code of Hermes as the official judges and investigators of the Order. Its Quaesitores believe they stand against the wheel of fate, slowing it as best they can. By the efforts of its magi, the basic structures of Hermetic society have remained intact for over four hundred years. House Mercere holds the magi of Mythic Europe together by facilitating communication, encouraging trade, and aiding their sodales. Its heralds, heroes, mercenaries, and merchants reflect the contractictions of their House: it is exotic, but traditional; loyal, but self-centered; proud, but humble. House Tremere provides the strength of the Order. It controls events and prepares for coming battles, gathering influence and resources to respond to crises as they draw near. Tremere are pragmatic, dutiful, and courageous magi who know that Mythic Europe is a chaotic and dangerous place. These are the True Lineages. Without them all, the Order of Hermes would surely fall. 144 pages. Regular price $29.95.
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Covenants
An Ars Magica Player's Sourcebook -- The covenant is the home of magi and the heart of an Ars Magica saga. Much more than just a base camp, its prosperity determines the power and safety of the characters who live there, and the challenges faced by a covenant shape the whole saga. The Covenants sourcebook includes: New Boons and Hooks, for a wide range of saga styles Guidance on governance and covenfolk Story-based rules for determining the covenant's wealth Rules for developing libraries and enchanting books Rules for personalizing and improving a magus's laboratory. 144 pages. Regular price $29.95.
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City & Guild
In the thirteenth century towns and cities are growing all over Mythic Europe. Covenants that were once in remote forests find themselves within sight of city walls, and regions that were once cut off from the world are now visited by traders from distant parts. For many covenants, cities are a great opportunity; craftsmen and merchants can provide anything that the covenant needs, and buy its surplus. Some covenants are even established within towns, or as small towns. This supplement for Ars Magica Fifth Edition provides background on the facts of life in the towns of medieval Europe, and rules for craftsmen and traders. Clever magi could become the greatest merchant princes of Europe, or gain renown as suppliers of the most valuable tapestries. Less clever magi could find themselves manipulated by existing merchant princes, or tricked into buying shoddy goods. With an emphasis on stories rather than accountancy, this book opens a new stage for your Ars Magica saga. 144 pages. Regular price $29.95.
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The Lion & The Lily
The Ars Magica Sourcebook of the Normandy Tribunal -- In much of Mythic Europe, magi build covenants in remote wildernesses to avoid contact with mundanes. In northern France — the Normandy Tribunal — this is all but impossible. The wildernesses have been tamed and plowed under, the Church plants monasteries in the wastes, noble lords build castles to enforce their rule, and great cities grow up where once was nothing but fen. The magi of the Order of Hermes have adapted to living closely with mundane society in Normandy, even distributing their limited magical resources by way of contests modeled on the chivalric tournaments of the nobility. But while magic is under pressure in Normandy, it is far from dead. Ancient megaliths stud the landscape, faeries control many forests, and caves and burial mounds hide relics of the past. Demons and monsters imprisoned in ages past by saints and sorcerers stir uneasily in their confinement, and magi wield potent and spectacular magic throughout the land. The Lion and the Lily provides full details for the Normandy Tribunal, where magi must balance the demands of the nobility, cities, Church, and Tribunal. 144 pages. Regular price $29.95.
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Art & Academe
An Ars Magica Sourcebook -- The magi of the Order of Hermes are not the only scholars and artists in Mythic Europe. In the Greek and Muslim lands, traditions of learning stretch back unbroken over centuries, while scholarship has emerged from long centuries of neglect in the Latin West with great vigor. From parish schools to the new universities, learning and creativity are everywhere. Nor is this learning entirely theoretical. Doctors can cure many illnesses, and preserve the health of their charges. Natural philosophers can manipulate substances in a way that appears magical to the ill-informed, and gain some hints as to the future from the positions of the stars. The natural laws of Mythic Europe are very different from those of our world, and many strange things can be achieved by those who understand their secrets. Artists create the great cathedrals, but also more humble paintings, songs, and sculptures. The greatest of them draw the attention of the supernatural, and become part of the legends of the land. Art & Academe provides background on the academic life of Mythic Europe, and rules for activities reaching from the astrology and alchemy of the natural philosopher to the regimens and treatments of the medic, from university disputations to the creation of masterpieces of art. Art & Academe takes your saga to the very limits of medieval scientific knowledge. 144 pages. Regular price $29.95.
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Hedge Magic
An Ars Magica Sourcebook -- Hermetic magi believe themselves to be the undisputed masters of magic in Mythic Europe. Certainly, there are a few hedge wizards, but their numbers and powers are surely negligible compared to the might of the Order of Hermes. Those "hedge wizards" would beg to differ. Hedge Magic provides you with all the information needed to play a hedge wizard from any of six different traditions, or to introduce them as allies or antagonists for a Hermetic covenant. The scholarly magicians cluster in universities, while the folk witches ply their trade in the villages. Elementalists control the building blocks of reality, while gruagachan deal out curses and blessings in the interests of justice. Nightwalkers leave their bodies to fight for the prosperity of their homes, while in the vasts of the north, rune wizards patiently wait. 144 pages. Regular price $29.95.
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