Alexios
Cores, shaders and BIOS oh my!
Black Chicken Studios, working under license from Atlas Games, is delighted to present a new simulation role-playing game for the PC. After 25 years and 5 editions, Ars Magica will at long last be paid tribute in a single-player, turn-based video game. Authentic to the original, this is a faithful, beautiful, and accurate depiction of covenant gameplay and the RPG’s legendary magic system during a dangerous century in the Stonehenge Tribunal. With your help, we’ll bring Ars Magica: Years of Conquest and its tapestry of wars, intrigue, invasion and, above all, magic to life!
Imagine a world where myth is real. 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 one of these mages, and belong to one of 13 Houses banded together to form the ancient Order of Hermes. You’re dedicated to protecting and perfecting your command over magic. Served by knights, warriors, and peasants, you contend with the perils of plagues, beasts, battles, and other wizards to defend your covenant, your power, and your prestige. Your wizard will need to master the perils of life and death itself, if you are to prosper over 100 years of gameplay.
You’ll create your own character, and then try to survive from the first spring of your covenant to a final, epic winter a century later … and possibly renewal, if that is your destiny. Combat and other forms of conflict are resolved using a unique turn-based system, in which your environment plays a dynamic and critical role. Where you are, and how you interact with your surroundings, is as important as your choice of weapon, or the tactics you emply. Stories, opportunities, armies, and crafty agents of your foes will appear on the world map, and you must decide which challenges to face, and which to allow to go by. Over the years and decades, the least decision you make may have long-term unforeseen consequences. The bonds of family and friendship will be tested as the years age everyone, new generations arise, and old sins are visited upon sons and daughters. This is a game of many powers, and the pieces have a mind of their own.
In Years of Conquest, your covenant is bound by the almost imperceptible thread of destiny. Every character you recruit changes the destinies possible, and every decision you make brings you one step closer to your ultimate fate. You must deliver your judgments carefully: matters of life and death, magic and power, faith and treachery will all change your course in subtle and direct ways. Personalities matter too: friends like to work with friends, rivals like to compete, and enemies work for a final resolution. You will need to balance the needs of the covenant with the needs of individual characters, or else you’ll wind up with lengthy pilgrimages, drunken brawls, spurned lovers, and perhaps a laboratory or two on fire. In Years of Conquest, just as in Ars Magica, the story is truly how you play it.
Seasons matter a great deal in Ars Magica, as people come and go, are born and die, and lead their lives under your protection. How you deal with generations will lead to your success or the ultimate ruin of your Covenant. Your follower’s personalities, virtues, flaws and other traits may lead to prestigious magics, noble crusades, glorious deeds and well-tended fields...or Byzantine intrigues, banditry and slaughter, and the desolation of the earth. Your Covenant, too, will grow and change, as you build new laboratories, fortification and homes. Building better and wealthier structures can be rewarding for health, research and prestige...but be wary of attracting too much attention from the outside world, or you may discover that there are some forces against which Magic is no remedy.
Since the first edition of Ars Magica, the enigmatic House Diedne has presented a riddle to every covenant. The descendants of Druids, possessed of strange magic and an unwholesome reputation, they were destroyed by the Order of Hermes under circumstances made unclear by the passage of time. Were they practitioners of dark sorceries, or the blameless victims of a political struggle? Could any have survived? What were their weapons and magics? Years of Conquest begins in 1000AD, on the eve of the Schism War that destroyed House Diedne. Not only will you witness this tumultuous era, but you will be able to, for the first time, play as a member of House Diedne in their final hours. Should you choose that House, you will be confronted by a world-shaking chain of events, and must make the difficult decisions presented to you at the hands of zealous foes. In this time of crisis, what is true and false may be difficult to determine ...
Black Chicken Studios is an independent developer of video games, including Academagia: The Making of Mages, and 1931: Scheherazade at the Library of Pergamum. They specialize in deep, immersive, and unique simulation role-playing video games. With their next-generation proprietary adventure engine, Black Chicken Studios has secured a license to the Ars Magica RPG for development as a PC video game.
Atlas Games is the world-renowned publisher of award-winning cards games, board games, and RPGs, including Ars Magica, Once Upon a Time, Lunch Money, and Gloom. Its president, John Nephew, has been involved with Ars Magica publishing since 1989, and has supported its development through all five editions.
I'm kind of disappointed it's going to be single player after their presentation video sort of implied it would translate the experience they were having all together without the need to meet in person which is often impossible for friends.
But still, this could be great, I'm hearing good things about the system and the Kickstarter page has a lot of interesting information about it. Also, it sounds less like a conventional RPG and perhaps closer to games like King of Dragon Pass, or is it just me?
Anyway, their goal is $290,000 and the lowest tier that gets you the game is $20.