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Wenn Du Brettspiele, Sammelkarten oder Tabletop-Armeen oder so manches zu dem Rollenspiel hast, das du schon so lange nicht mehr spielst - worauf warten? Wir zahlen faire Preise für deine Schätze.
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Ars Magica
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Extreme Dungeon Mastery
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Es gibt viele, viele Tipps für Spieler und Spielleiter, doch nie zuvor hat ein Buch darüber berichtet, wie man die Grenzen des traditionellen Rollenspiels überschreitet und wie man seine Spieler so richtig zum Schwitzen bringen kann.
X treme Dungeon Mastery zeigt, wie man eine gute Show abliefert und ein großartiges Rollenspiel veranstaltet. XDM: Extreme Dungeon Masterybietet Tipps für engagiertes Spielen, wie man Gimmicks benutzt, Rätsel, Zaubertricks, Nebelmaschinen, Laser und Pyrotechnik(!).
Die Autoren Tracy und Curtis Hickman zeigen darüber hinaus, wie man ein "Killer-Frühstück" veranstaltet, ein Event, der seit Jahren erfolgreich von Tracy Hickman auf dem Gen Con angeboten wird. [mehr dazu
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Hedge Magic Revised
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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.
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Realms of Power: The Infernal
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Realms of Power: The Infernal
Demons work to corrupt all the people of Mythic Europe. They take on attractive forms, but ultimately they seek to drag all of humanity down into damnation with them. No matter the nation, the creed, or the race, they are the true enemy.
The thirteen chapters of this book cover all of the manifestations of the forces of the Evil One. The purest appearances are the infernal auras, regiones, and vis, all of which taint those who merely come into contact with them.
Almost as pure are the demons of hell. The central section discusses the nine Orders of demons, providing rules for creating your own demons, as well as examples of demons from every Order and with different motivations. Some demons seek to corrupt, others to deceive, and still others simply to destroy.
Finally, there are rules for human characters caught up in Hell's plots. Whether demons have shaped their lives since before birth, or they have foolishly bargained for infernal powers, these chapters show how to use them as foes in your saga.
Be ready to fight, with sword, spell, and faith. [mehr dazu
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Ancient Magic
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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 stories circulate in the Covenants of the Order. Other forms of magic are so ancient that even the legends have become rare. The Seekers are those magi of the Order who search for these secrets, aiming for the glory of being the one to bring the power to modern magi.
This book contains descriptions of nine forms of ancient magic, and rules for integrating their secrets into Hermetic theory. From the frozen north to the westernmost edge of the world, from humankind's earliest homes to grand temples of the classical world, the quest can lead your characters anywhere in Mythic Europe, and even beyond. How far will they go for knowledge?
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House of Hermes: Societates
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The third and final volume in the Houses of Hermes series, Societates covers Houses Flambeau, Jerbiton, Tytalus, and Ex Miscellanea. These houses are formed of wizards who have come together out of shared interests and philosophies.
House Flambeau includes the champions and knights of the Order, individual warriors who fight for glory and honor, both their own and that of the Order as a whole. The House admires bold adventurers who seek out and overcome fearsome opponents. Worthy opponents are chosen according to the magus's sense of honor, not external rules. As a result, many of the Order's Hoplites are from House Flambeau, as are many of the magi they hunt down.
House Jerbiton live lives in pursuit of beauty, and in pursuit of living beautifully. This requires interaction with the world beyond the Order of Hermes, both for the sake of the beauty found there and to avoid the stunted lives that result from a life lived entirely within a covenant. Experts in the use of Mentem and Imaginem, followers of Jerbiton generally prefer to interact subtly with the world. The fall of Constantinople has, however, been a great shock to them, and has pushed the House onto a more active path.
House Tytalus thrive on, and admire, conflict. The main conflict they see is between an individual's nature and the rules imposed by surrounding society, but this central conflict plays out in many, less abstract, contests. They are renowned for long-running rivalries with their Housemates, convoluted political schemes, and activities that skirt the edges of legality.
House Ex Miscellanea gathers together magi who do not fit into any other House, normally because they are still tied to elements of a pre-Hermetic tradition. The House claims to embody unity in diversity, but the emphasis is definitely on the diversity. This book provides eight detailed examples of traditions within the House, complete with rules for their non-Hermetic abilities.
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