Setting Ars Magica



standard player-character magi belong order of hermes, society of magically gifted humans inspired in 767 a.d. witch trianoma , magus bonisagus after latter developed breakthrough in communicating , manipulating magic (termed hermetic magic roots in both greek deity hermes, upon ancient roman cult of mercury based, , works of legendary figure hermes trismegistus). while magicians @ time scattered, social , highly distrustful of each other rule, 2 factors favored mutual co-operation. 1 trianoma s political vision of organization unite gifted mutual benefit. other bonisagus second breakthrough, parma magica (loosely translated magic shield ): highly efficient , taught personal ritual allow these disparate individuals , traditions meet on common ground assurance of safety. on subsequent centuries, few exceptions, magi quit or refuse join order have been hunted down , destroyed, giving order definite monopoly on magical resources within jurisdiction .


while each of order s twelve houses maintains distinct baseline or tradition in pursuing , transmitting knowledge , power, order divided tribunals, each defined geographic region of mythic europe. each tribunal holds gathering of magi once every 7 years; attendance not mandatory, though essential procedures (e.g. have completed apprenticeships formally presented official membership; quæsitores judge types of disputes deemed beyond simple inter- or intra-covenant resolution). once every 33 years, each tribunal sends representative grand tribunal @ site of order s founding in black forest.


the tribunals loosely correspond groupings or portions of modern-day nations; each has distinct cultural , historical flavor expanded in tribunals of hermes series. example, roman tribunal densely populated area shortage of magical resources, offering highly politicized plot-lines (both within , without order itself); novgorod features vast areas of harsh wilderness, pagan tribal warfare , magical beasts more common elsewhere.



greater alps - including switzerland alpine regions of austria , northern italy.
iberian - precursors spain , portugal; note reconquista current political climate
normandy - northern france , known low countries
provençal - southern france
roman - italy
theban - greece, bulgaria , western asia minor
transylvanian - become balkans
rhine - centered on rhine river, core of holy roman empire
novgorod - broader cultural region known rus , including poland
stonehenge - england , wales
loch leglean - scotland
hibernian - ireland
levantine - lands of eastern mediterranean known levant

as system of borders not contingent on clear demarcation such river or wall, territory of each tribunal defined precision; partially illustrated (via fifth edition covenants book) tribunal border characteristic, situates covenant in location place in more 1 tribunal (depending on political favors, conflicts on resources, , on). such ambiguity can exist clear borders such rivers or mountain ranges, since incorporating supernatural aid or power structure (and perhaps constituency or lifestyle of inhabitants) can allow them thrive in middle of either such feature.


realms of power

the overarching premise of ars magica setting mundane world of ordinary, physical existence place 4 great supernatural forces have varying degrees of influence , presence.



the divine realm
this supreme, holy force of creation - god represented scriptures of abrahamic religions, , agents in world. divine influence diminishes not attuned (i.e. of faerie, infernal or magical nature) , categorically opposed things infernal. 1 of order s struggles in reconciling avoidance of mundane politics inexorable spread of dominion (divine influence permeating land more land settled christian , muslim nations , more centers of divine worship constructed).
the infernal realm
satan , demonic forces. in medieval context, includes satan himself illnesses , bad smells. demons compelled corrupt, destroy, , tempt mortals sin; while order of hermes refuses explicitly name infernal enemies (which assumed draw attention , wrath order), have been forbidden entering agreements hell s minions ever since corruption scandal ruined house tytalus in 11th century. evil/negative counterpart divine, infernal power weakens effects of realm not attuned hell or other forsaken spaces. infernally tainted forms of magic exist, of great deceptive or destructive power, or acquired understanding, in order tempt magi. in order found guilty of diabolism expelled , hunted down.
the faerie realm
creatures of traditional fairy tales. these creatures capricious, malicious, invariably addicted (even dependent upon existence) human attention, emotion , creative expression. despite such considerations, study of faerie realm can rewarding some. magi allowed associate fae (in fact, 1 house of order has become increasingly dominated members pursuit of faerie magic ) long not incur wrath , thereby endanger fellows.
the realm of magic
a mysterious arcane force, magi (among other rare entities) inherently attuned. power exclusively used cast spells , enchant objects. magic , faerie have positive resonance each other, reflected in either aura s benefit other realm s powers, , in remote or lost pagan traditions can have connections either (in cases, faerie entities seem have replaced magical ones when devotees of latter either lost way or became extinct).

additionally, realm of reason appeared in third edition. associated skepticism , empirical observation, , rational aura challenged supernatural effects. many fans of game consider paradoxical , inconsistent, since applying reason , rationality world of ars magica should lead conclusion magic exist , fairies real, etc., , yet true reason promoted fifth realm posited contrary, , resembled delusional (yet effective) state of mind rather rational one. realm of reason had additional counter-intuitive effects - example, imposing penalties on wizard s magic use when in prominent mundane libraries, despite predominant portrayal of hermetic magic scholarly pursuit.


reason proved unwelcome addition game; neither fourth nor fifth edition have included realm , , references have been stricken canonical setting.








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