Older magi of the Iberian covenant, Effica, have sent you and companions on a routine mission to collect vis from a known source. Surprises and conflicts meet you at every turn.
Magi from Iberian covenants gather to resolve old conflicts and debate new ones. Intrigue is rampant as new covenants enter the grand game. Individual covenant and coalition goals in dynamic play.
Your covenant faces war with the church. Your superiors have negotiated a truce, the church is sending you on a quest. You must bring back wood from Mt. Ararat—proof of Noah’s Ark.
Once in a blue moon, faeries emerge from their homes to romp for one night through the fields and villages of the peasantry. Tonight is one of those nights, and things will get a big strange.
Once again, the council chamber at Mistridge is filled with magi. What new peril could pull these wizards from their laboratory work? Come and find out.
Dark faeries are on the prowl, causing mischief throughout the Dominion. How will the covenant stop this mad rampage? Only clear heads and stable grogs can bring the covenant through this mess.
Your covenant’s council has elected you to check on Old Fraemon, an elderly recluse wizard. Should he have finally passed on, you are to claim his library for your covenant.
On the edge of a Faerie Forest, an odd tree blooms. It alters the landscape & hides bizarre animals. Two Magi investigate the strange plant & hope to secure a valuable resource.
Doalmar is dying, the most powerful covenant on the face of the earth is grinding to a halt. Age has caught up with Doalmar. Only you can turn winter to spring & make Doalmar thrive again.