Legends tell of the mighty wizards of the past, sorcerers with powers that dwarf those of the magi of the Order of Hermes. Hyperboreans whose spells lasted a generation, necromancers of Canaan who could summon any of the dead, rune magic that brushed aside Magic Resistance like cobwebs; all these st
City & Guild (Ars Magica Fantasy Roleplaying)
โ Scribed by Timothy Ferguson, Richard Love, Matt Rya
- Year
- 2006
- Tongue
- English
- Leaves
- 145
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
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.
โฆ Table of Contents
City and Guild
......Page 1
Table of Contents
......Page 4
Introduction
......Page 6
Towns and Cities
......Page 8
Labor
......Page 38
Guilds
......Page 42
Crafts
......Page 62
Travel
......Page 81
Area Lore Ease Factors
......Page 84
European Trade Routes
......Page 89
Fairs and Markets
......Page 92
Trade
......Page 108
Skullduggery
......Page 125
Intrigue and the Art of Indirect Action
......Page 128
The Goods of Europe
......Page 135
Prices of Goods
......Page 142
Price List
......Page 144
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