The Order of Hermes and the Realms of Power

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Ars Magica Primer
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Game Setting
Mythic Europe
The Order of Hermes
The Order of Hermes
The Code of Hermes
The Peripheral Code
Hermetic Book Cycle

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The Order of Hermes is an organization encompassing nearly every wizard of power in Mythic Europe. Its members, the magi, take an Oath that binds them to the Order and its laws. The Order is divided into thirteen regional Tribunals, roughly along geopolitical lines. Within each Tribunal the magi live in covenants, and participate in a diverse Hermetic Society.

There are four Realms of Power influencing Mythic Europe: the Divine Realm, the Magic Realm, the Infernal Realm, and the Faerie Realm. Affiliated with the Magic Realm, magi usually live in magical places and spend much of their time improving their magical Arts and power. They treasure and collect Raw Vis, items of power such as dew collected from the mountaintop of a magical mountain or the tooth of a magical wolf.

Faerie: There are many faeries in Mythic Europe, and their machinations often entail wizards as well as mundanes. Some magi seek out these enigmatic beings, while others abhor their or try to render them into raw vis. Regardless, it is a rare magus who does not find himself at a faerie forest sooner or later.

Faerie Lore, for those with Faerie Lore 1+

Infernal: Most magi do their best to avoid the Infernal. Demons in Ars Magica are dangerous, deceptive, and corrupting. The Order was shaken by the Corruption of an entire House, and the Code of Hermes forbids any dealings with demons. Yet the Order is not at war with the Infernal and does not wish to be; magi are often advised to take a wide breadth away from Infernal machinations, rather than bring the attention of the demons on them and their peers.

Demons, for those with Infernal Lore 1+

Divine: Perhaps the most powerful of the Realms is the Divine. Much of Mythic Europe is under the Dominion, under the influence of this supernatural power. In Mythic Europe God does not limit his grace to a single faith, and Islam, Judaism, and Christianity all enjoy the blessings of the Dominion - as do many heresies and other religions. Angels constantly battle demons for the souls of humanity, and holy men wield great powers in the name of God. The Dominion makes the practice of Hermetic Magic difficult and dangerous, and magi often avoid the Dominion and the Catholic Church, or at least strive to keep it at bay. Although most magi worship God, they separate Divine worship from the places of Magic that God has chosen to place on this Earth. Some even oppose the rise of the Dominion, or cling to pagan deities.

Magical: The Magic realm has been described as “the way the world could be”. In many ways, Magical versions of things are better version of their mundane counterparts. They’re more esthetically pleasing to look at, healthier, larger, more intelligent — overall, just better in every way. Certain magical creatures called “beasts of virtue” are the best versions of this expression of magical and often contain extreme examples of their capabilities — enlarged fangs, gigantic wing spans, or unusual coloration.

The Magic realm also covers spirits and elementals of the earthly realm, as well as ghosts of humans who have not been given a burial under the aegis of the Divine.

Magical areas are places where things seem more real than in the mundane world. Colors are deeper, scents are more distinct, and sounds are more intense. Magical creatures are more common here, naturally, though they may share the area with inhabitants or pockets of the other realms. Hermetic theorists are still unsure why Magical Auras appear, though great feats of magic, resting sites of powerful magical beasts are almost certain to grow a Magical Aura over time. Continuous magical use can reinforce and grow these Auras while neglect or overtapping its resources can reduce an Aura’s value.

Hermetic covenants are almost always located in Magical Auras of 1 to 5. More powerful areas are considerably more rare and dangerous to live in for extended periods of time for mundanes. Magical warping is common for mundanes long exposed to powerful magical auras. Magical auras are more plentiful in raw vis, however, which makes them tempting targets for settlement and claiming.

Elementals, for those with Magical Lore 2+