In nineteenth century America, the Order of Hermes is recovering from the trauma of the Civil War, where wizards stretched or even broke the Code on both sides. With the war over, House Guernicus is recruiting Hoplites to pursue lawbreakers into the untamed west where the Order as a whole struggles with the challenges of native magic, abundant magical resources, and the “Vis Rush” it precipitated.

This is an Ars Magica 5th ed. game set in the American west. The Order of Hermes is a publicly known institution which struggles to find its place in a young country.

The Hermetic Wild West

Randy DangerMouse York Kraken druzbasky