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An Esoteric Mystery is a [[Mystery]] that is taught by a [[Mystery Cult]] that isn't one of the four [[Mystery House|Mystery Houses]] - [[House Bjornaer]], [[House Criamon]], [[House Merinita]] and [[House Verditius]]. These include both these cult's [[Outer Mystery|Outer Mysteries]] and their [[Inner Mystery|Inner Mysteries]].  
An Esoteric Mystery is a [[Mystery]] that is taught by a [[Mystery Cult]] that isn't one of the four [[Mystery House|Mystery Houses]] - [[House Bjornaer]], [[House Criamon]], [[House Merinita]] and [[House Verditius]]. These include both these cult's [[Outer Mystery|Outer Mysteries]] and their [[Inner Mystery|Inner Mysteries]].  
They are so named because the adherents usually do not reveal their secrets, which often includes the very nature and existence of the Cult.
==Examples of Esoteric Mystery Cults
There are several Esoteric Mystery Cults, effectively secret societies, within the Order of Hermes but which ones will exist in your saga will vary, as the examples given in [[TMRE]] are not full Canon. [[CJ]] has made clear that he intended the cults to be exemplars of what could be done with the rules, rather than descriptive of groups that must appear in every saga.
Esoteric mystery cults  that ''may'' exist include the [[Philosophers of Rome]], the [[Order of the Green Cockerel]], the [[Legion of Mithras]], the [[Disciples of the Worm]], the [[Children of Hermes]], the [[Neo-Mercurians]], the [[Volehsbnii_Mechtateli]], the [[Magoi of the Star]], the[[Mystic Fraternity of Samos]] and the [[Knights of the Green Stone]] from [[TMRE]].
==Characteristics of Esoteric Mystery Groups== 
Each of the Mystery Cults has it's own structure, rules, traditions and attitudes so it is hard to summarise them. Generalities can be made.
Firstly, they are generally Secret Societies. Most magi know little or nothing of these any given one of these groups, or have heard only rumours of their existence. (There are exceptions -- the [[Children of Hermes]] and [[Mystic Fraternity of Samos]] are not so concerned with hiding their existence from their sodales.  The cults actively work in general to hide their existence, interests, magical secrets and membership from others. Even those within the cult may not know who the leaders are.
Secondly, they are in the main Hermetic organisations, drawing their membership exclusively from the Order of Hermes. Their may be exceptions, but generally this is true.
Third, they teach members who rise through a series of ranks or degrees within the cult, often far more formal and rigid than the paths laid down in the [[Mystery House|Mystery Houses]] which offer more flexibility and alternative options or paths than many esoteric groups. Each rank or degree is often associated with a specific [[Initiation]] using a particular [[initiation script]] administered by a [[Mystagogue]] in most instances. The rules for Initiation appear in full in [[TMRE]], though a shorter form appears in [[HoHMC]] ([[HoHMC]] was written after [[Neil Taylor]] had developed the [[Initiation Script]] rules in [[TMRE]], but was published first0.
==Esoteric Mysteries In Play
Using these cults in a saga can be difficult: while they can be employed as NPC protagonists in mystery and conspiracy stories, when a player character joins one part of their time and energies are directed away from the covenant, and perhaps in to activities that the rest of the troupe are unaware of. As such it is important to think about introducing what is effectively a secret society will impact your game. [[TMRE]] Chapter 3 "The Storyguide & the Mysteries" is dedicated to discussing these issues.


==  Related Topics ==
==  Related Topics ==

Revision as of 04:18, 16 April 2013

An Esoteric Mystery is a Mystery that is taught by a Mystery Cult that isn't one of the four Mystery Houses - House Bjornaer, House Criamon, House Merinita and House Verditius. These include both these cult's Outer Mysteries and their Inner Mysteries.

They are so named because the adherents usually do not reveal their secrets, which often includes the very nature and existence of the Cult.

==Examples of Esoteric Mystery Cults

There are several Esoteric Mystery Cults, effectively secret societies, within the Order of Hermes but which ones will exist in your saga will vary, as the examples given in TMRE are not full Canon. CJ has made clear that he intended the cults to be exemplars of what could be done with the rules, rather than descriptive of groups that must appear in every saga.

Esoteric mystery cults that may exist include the Philosophers of Rome, the Order of the Green Cockerel, the Legion of Mithras, the Disciples of the Worm, the Children of Hermes, the Neo-Mercurians, the Volehsbnii_Mechtateli, the Magoi of the Star, theMystic Fraternity of Samos and the Knights of the Green Stone from TMRE.

Characteristics of Esoteric Mystery Groups

Each of the Mystery Cults has it's own structure, rules, traditions and attitudes so it is hard to summarise them. Generalities can be made.

Firstly, they are generally Secret Societies. Most magi know little or nothing of these any given one of these groups, or have heard only rumours of their existence. (There are exceptions -- the Children of Hermes and Mystic Fraternity of Samos are not so concerned with hiding their existence from their sodales. The cults actively work in general to hide their existence, interests, magical secrets and membership from others. Even those within the cult may not know who the leaders are.

Secondly, they are in the main Hermetic organisations, drawing their membership exclusively from the Order of Hermes. Their may be exceptions, but generally this is true.

Third, they teach members who rise through a series of ranks or degrees within the cult, often far more formal and rigid than the paths laid down in the Mystery Houses which offer more flexibility and alternative options or paths than many esoteric groups. Each rank or degree is often associated with a specific Initiation using a particular initiation script administered by a Mystagogue in most instances. The rules for Initiation appear in full in TMRE, though a shorter form appears in HoHMC (HoHMC was written after Neil Taylor had developed the Initiation Script rules in TMRE, but was published first0.

==Esoteric Mysteries In Play

Using these cults in a saga can be difficult: while they can be employed as NPC protagonists in mystery and conspiracy stories, when a player character joins one part of their time and energies are directed away from the covenant, and perhaps in to activities that the rest of the troupe are unaware of. As such it is important to think about introducing what is effectively a secret society will impact your game. TMRE Chapter 3 "The Storyguide & the Mysteries" is dedicated to discussing these issues.

Related Topics