The Mythic Age wanes, its denizens disappearing into the Otherworld, its Quintessential energies
fading. But some refuse to let it go. These magi dare to tread the bane places and twisted paths
that still shimmer with ancient power. These dwindling lands still have guardians, though. Spirits
and secrets that sorely test those who try to wrest forth their power.
When Wizards Walked the Land
The Grimoire expands the Dark Ages: Mage world, providing insight into Fellowships in various
lands, aids to help players and Storytellers grasp medieval magic and superstition, and hints on
maintaining chantries in the tumultuous times of the early 13th century. There's also a look at hedge
magic, medieval holy days and the shallowings they create, and a host of creatures—including the
fae—that haunt the forlorn frontiers of Dark Ages Europe.
160 pages. Authors: Kraig Blackwelder, Sam Chupp, Leonard Gentile, Ben Grivno, Chris
Howard, Sam Inabinet and Steve Kenson; Developer: Bill Bridges
This book explains everything it says and more! The most useful feature I found was the section which details each Fellowship's approach to different types of magic. For example, using a spell to convince someone that your lie is true is a very different undertaking for each Fellowship. The Order of Hermes can do it with simple Corona magic, while the Old Faith uses Autumn and Spring. The Ahl-i-Batin do not have any way to blast an enemy with fire, but they can still use magic to attack by allowing their sword to reach across great distances. In contrast, the Batini cannot heal themselves except with a very obscure spell involving Al-Hajj and Al-Abayhim(sp?) detailed in this book! If the magic systems of Dark Ages Mage is daunting to you like it was to me, this will clear things up very nicely!