>[!recite|center no-bg txt-c no-i no-t]
><center><font color="#bccad8"><font size="+5">Ars Memoria</center></font></font>
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>[!info|clean no-i no-t txt-c]
>>[!info|clean no-i no-t center]
>>>[!grid]
>>>[![[charactericon.png]]](Characters.md)
>>>[![[Rulesicon.png]]](Rules.md)
>>>[![[Creaturesicon.png]]](Creatures.md)
>>>[![[itemsicon.png]]](Items.md)
>>
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>[!recite|center no-bg txt-c no-i no-t]
><center><font color="#bccad8"><font size="+5">In Ma'rah</center></font></font>
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>[!info|clean no-i no-t txt-c]
>>[!info|clean no-i no-t center]
>>>[!grid]
>>>[![[actoricon.png]]](Actors.md)
>>>[![[indexicon.png]]](Index.md)
>>>[![[mapsicon.png]]](Maps.md)
>>>[![[recordicon.png]]](Campaigns.md)
>>
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>[!recite|nmg embed clean no-t txt-c]
>The primary goal of this system is to provide a structure for the almost infinite criteria a character can develop in a narrative fantasy by providing an exhaustive list of character options that are both mechanically intuitive and open enough to interpretation by the narrator.
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>I hope this can foster a game play experience that can illicit a tone of wonder often found in fairy-tales and fables.
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>The usage of proto-religious symbolism and adherence to categories and symmetry will demand stylistic choices and presumptions about the
underlying axioms of the setting that these rules are being run in.
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>In comparison to other fantasy role play alternatives, this system is denser in it's creative options the further away from a point where a decision has
to be made in an action sequence, and hopefully provides the ability to have more creative opportunities to use those options when a decision is
called for.
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>I dont think I have reached my goal, but I hope this system grows and at the least speaks to my effort and aim.
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