Such ambiguity can exist even with "clear" borders such as rivers or mountain ranges, since incorporating supernatural aid or power into the structure and perhaps the constituency or lifestyle of its inhabitants can allow them to thrive even in the middle of either such feature. Realms of Power[ edit ] The overarching premise of the Ars Magica setting is that the "mundane" world of ordinary, physical existence is a place where four great supernatural forces have varying degrees of influence and presence. The Divine realm This is the supreme, holy force of Creation - God as represented by the scriptures of the Abrahamic religions , and his agents in the world. Divine influence diminishes anything not attuned to it i. The Infernal realm Satan and his demonic forces. In the medieval context, this includes everything from Satan himself to illnesses and bad smells.

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It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica adventures include Some other points from published canon For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity.

For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like.

The ArM5 core book provides a wealth of further information on Mythic Europe on pages , including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. All wizards of power in Mythic Europe are members of the Order of Hermes, and it is assumed that your main character will be one as well.

This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath: The wizard swears to accept the judgment of others in Tribunal.

The Order is divided into regional councils, called Tribunals, in which every magus in the region gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an Hermetic Society. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on.

As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in Tribunal. There are several powerful factions in Mythic Europe that he must be especially wary of: The Church is a powerful social institution, wielding Divine power and aligned with saints, angles, and other Divine beings.

You must take care not to turn the wrath of the Church on your peers. The demons of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. There are many powerful faeries in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards.

If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. History has taught the Order that it is necessary to refrain from creating affiliation with mundanes those lacking in magical power, such as nobles and the people they lead , too, lest one court wizard turn on the other.

Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of undue meddling, especially of overtly aligning yourself with one mundane faction.

When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from scrying on your peers, or entering their private sanctums. Of course, more basic morality - like not stealing their property - is also expected.

Secondly, the one natural resource wizards covert is Raw Vis. Literally "raw magical power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of Hermetic politics revolves around managing ownership rights over raw vis.

Mythic Europe Mythic Europe is much like the Europe of , the middle ages, but with dragons, demons, angels, and faeries all unquestionably real, and no aspect of society is untouched by myth. While closely based on early 13th century Europe, Mythic Europe deviates from history by incorporating myth, legend, and wild unbashful fantasy into the historic background.

In some respects, Mythic Europe is very similar to historical Europe. It occupies the same geographical region, its inhabitants cling to the same medieval beliefs and values, it has the same social institutions such as the Catholic Church and even specific persons such as the Holy Roman Emperor Frederic II and Pope Gregory IX.

However, Mythic Europe is awash with magic and the supernatural. The power of God is manifest, faeries bargain with mortals, demons hunger for souls, and wizards live in great towers. Ars Magica focuses on the tales of wizards, which by the nature of things tends to accentuate the Mythic elements of the setting.

Above all, Mythic Europe is not fixed. While canon presents a certain vision of Mythic Europe, with a certain level of historical veracity and a certain level of myth, storyguides and troupes are encouraged to vary from canon and historical precedents when running their own sagas.

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. 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. There are many faeries in Mythic Europe, and their machinations often entail wizards as well as mundanes. Some magi seek out these engimatic 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. 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 bredth away from Infernal machinations, rather than bring the attention of the demons on them and their peers. 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 seperate 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. Magi are not allowed to bow in fealty to the nobles of Mythic Europe, which makes integration with the feudal medieval society difficult. Yet magi are not removed from mundane society. They rely on mundane artisanship and toil to provide them with food and products, they often take an interest in mundane scholarship and art, and many are religous or hold other ties to the mundanes.

Ars Magica allows to put great emphasis on Mundane Society, with supplements such as City and Guild and Art and Academe interwining the two worlds.


Mythic Europe

Hermetic magi, however, can take levels in this class if they so desire. It pioneered the storytelling style of roleplaying that has become so popular today. There are three basic character types in the Mythic Europe setting that transcend class. Mythic Europe Ars Magica Wiki FANDOM powered by Wikia Criamon magi have a greater chance of losing control if they do experience a botch, but also better chances to have favorable experiences if Twilight is triggered or if their magic is warped in some fashion. While canon presents a certain vision of Mythic Europe, with a certain level of historical veracity and a certain level of myth, storyguides and troupes are encouraged to vary from canon and historical precedents when running their own sagas. Mythic Europe is the main mythid of the Ars Magica family of books.



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