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Project: Redcap; the crossroads of the Order

Tradition

From Project: Redcap

A tradition is a particular style of magic that is practiced and handed down to generations of magicians through apprenticeship. Hermetic magic is an especially flexible, powerful magical tradition practiced throughout the Order of Hermes. There exist other, non-Hermetic traditions; many of them are associated with a particular culture or locale in Mythic Europe. Many traditions have origins in the classical or ancient past.

"Tradition" is not a strictly defined game term in Ars Magica. There are several varieties of magic that can be called traditions. They are all similar in a sense that wizards who practice the tradition share some similar powers, but they differ in the scope of those powers and in the diversity of the traditions' members.

Hermetic Traditions

The following is a list of all magical traditions open to magi. This list does not include Hermetic scoieties that do not pass on their own magic, such as Societates or Leagues, nor tradtions not intended for magi characters. More detail on all these Hermetic traditions can be found in the appropriate products, primarily the Houses of Hermes books (see the Ars Magica Reference Document).

Before delving into the list itself, it is worth noting that Hermetic Magic can be considered a very broad, powerful, and diverse tradition of magic. All magi in the Order of Hermes can be said to follow it, except perhaps hedge wizards who very recently joined the Order.

Each of the Houses of Hermes is also a magical tradition in its own right, within the broader Hermetic tradition. This is especially true for some the True Lineages: House Bonisagus has its tradition of Bonisagus magi (gaining Puissant Magic Theory, and sepeare from the Trianoma line); the quaesitorial training in House Guernicus makes it into another tradition (see below); and one can also speak of the Tremere House tradition, forged from disparate ones but unified into one House culture and their unique magic (manifesting in their unique Magical Focus, in certamen).

House Mercere's magi are less uniform, but many share a common Mercurian tradition to at least some degree (see below).

Finally, we have Mystery Cults. The Mystery Cult Houses, the so called "Esoteric Mysteries", each form a broad tradition - but often, with sub-cults within it (all using the same Cult Lore). And so-called Exoteric Mystery Cults consist of traditions and organizations that cross House boundaries.

Note that the four Societates Houses do not form a magical House tradition beyond their general affiliation with Hermetic Magic. House Jerbiton has a more-or-less shared House culture, but not a true magical tradition. Much the same can be said of House Tytalus. And House Ex Miscellanea has no shared House tradition or culture, being a disparate assortment of smaller traditions.

House Flambeau does have a small variety of "Schools", sharing similar fighting styles. These may include specific Flambeau lineages fighting in this style, and passing their defining Virtues down generations - but none are explicitly mentioned in canon, so this list does not include them.

Quaesitorial Magic

As described in Houses of Hermes: True Lineages, quaesitorial training allows access to occult quaesitorial magic. This includes the Acute Sense spell mastery ability, which allows quaesitors to sense when their Intellego sense spells are being fooled.

In addition, quaesitors are privy to Fenicil Rituals. These rituals, each learned separately, allow quaesitors to enact powerful magic, at times exceeding Hermetic limits.

Mercere's Portals

Magi who stdy an existing Mercere Portal or the lab notes of someone who has already built on can learn the method of construcing them. While this is in principle possible for any magus, in practice House Mercere ensures that only Merecere magi would be allowed to learn this secret.

The Cult of Mercury and the Cult of Heroes

The cult of Mercury, re-created by Priamatus filius Mercere, worships the Magical great spirits of nature, such as the spirit of weather, death, love, or war, as pagan gods. They practice Mercurian Magic, and have access to several spell mastery special abiltiies; these include Ceremonial Casting, which has escaped the Cult and has become more widespread in the Order.

Its members include about half of all Mercere magi, as well as members from other Houses.

Within this cult, an inner Cult of Heroes operates. This cult believes reincarnations of the heroes of old walk the earth, and their magi use Characteristic-enhancing spells to awaken and kindle their spirit. The cult also encompasses Redcaps, and Mythic Companions (privy to the Blood of Heroes). Like other magi in the Cult of Mercury, members of the Cult of Heroes are privy to its uniquwe spell mastery special abiltiies. Their magic is otherwise Hermetic.

The cults and the special spell mastery abilities are described in Houses of Hermes: True Lineages, and some more detail is provided in Houses of Hermes: Societas within the Flambeau chapter.

Mutantes

A Merecere tradition, Mutantes magi are privy to the virtue of Mutantum Magic, which allows them extra control over their magic. They can boost spell paramters or effect-size, and can pass control over the spell to another person or even an item. Magi of other Houses descended from the Mutantes may partly partake in this tradition (through the Boosted Magic, Harnessed Magic, or Tethered Magic virtues). Non-Mutantes magi may also learn a few special spell mastery abilities (Boosted Casting, Harnessed Casting, Tethered Casting) from Mutantes magi.

Mutantes magi believe Mercurian magic originates in an Egyptian tradition that served in the library of Alexandria, and so often patron Recdcaps to copy and trade ancient books, often using Mutantem magic to assist them. The redcaps they patron are known as the Milvi Antiquiti, the "kites of old", for their penchant of using magic that turns them into hawks to better transport the books.

Leadworkers

House Tremere's ancestors were necromancers that worshipped Aita, an Etruscan cthonic god of the underworld. While much of this tradition's powers was lost in the move to Hermetic magic, some Tremere magi still retain a portion of it through the Leadeworker virtue. This virtue allows them to more easily create arcane connections to the resltless dead, and to those animals and spirits able to recognize their own names, and to more easily fix arcane connections to people.

The Cult of Mithras

A lineage of magi seeking to recreate the ancient Cult of Mithras. The cult practices no non-Hermetic powers, but does maintain a legacy of Virtues and Flaws that are passed, to some degree, down its lineage. These include the Genntle Gift, and Puissant Ignem. It is possible the cult has, in secret, already integrated the ancient cult's magic, and thus is secretly a true Mystery Cult with its own cult lore and mysteries.

See "The Mithtraians" in the House Flambeau portion of Houses of Hermes: Societates.

Titanoi

A Mystery Cult within House Tytalus, the Titanoi preserves the knowledge of Tytalus's spirit magic and compact with the titans. They practice Hermetic Theurgy, with an emphasis on lesser titans, and other theurgic mysteries.

Tytalus' mater, Guorna the Fetid, practiced also darker goetic magic, and the titanoi are ever under suspicion of preserving these Infernal traditions.

This tradition is described in the Tytalus chapter of Houses of Hermes: Societates.

Leper Magi

A lineage within House Tytalus, all share the Leper Magus virtue and a Magical Focus in disease, wounds, or aging, and are usually experts at healing and longevity magic.

Ex Miscellanea Traditions

House Ex Miscellanea consists of many independent traditions that it has assimilated over the centuries. It is therefore more properly considered a collection of traditions than a tradition in its own right. Most of the traditions in House Ex Miscellanea overlap with hedge magic. The difference is that magi Ex Miscellanea usually have full command of the Hermetic Arts[1] in addition to the magic of their ancestral traditions, whereas hedge wizards are restricted to their pre-Hermetic powers only, and are much more limited.

Those traditions which, according to canon, survive outside of the Order of Hermes are also listed below.

Canonically, the following traditions are among the larger Ex Miscellanea traditions in the order.

  • Columbae: A Welsh tradition found mostly in the Stonehenge tribunal, these magi are experts at warding magic. They use the non-Hermetic Warding Ability. They are also the origin of the Ring duration and Circle target in Hermetic magic, and can employ these with greater flexibility (e.g. affecting a Room as if it was a Circle by marking its door).
  • Donatores Requietis Aeternae: A Christian tradition, with ties to the Church, devoted to banishing the restless dead. They employ the Banishing non-Hermetic ability, and have a particularly-broad Magical Focus (ghosts as a Major Focus, or the animated dead as a Minor one). This tradition is mostly concentrated in Normandy.
  • The Cult of Orpheus: This cult practices Orphic Magus, which allows them to affect those they are personally connected to. Many also practice Mercurian Magic, and Enchanting Music.
  • Pharmacopoeians: This tradition traces back to the ancient herbalist Crateuas. They are healers and pacifists, dedicated to healing the masses. They practice Mythic Herbalism, which allows them to create seasonal healing poultices, and the Root-Cutter virtue, which lowers the vis cost of healing rituals. They also have a Minor Magical Focus in healing. The pharmacopeians are mostly centered around the Theban Tribunal.
  • The Lineage of Pralix: Pralixians are experts at analyzing hedge or exotic magic, working tirelessly to induct hedge wizards into the Order and help them integrate their magic into Hermetic magic. They have the Comprehend Magic virtue, allowing them to understand nature of non-Hermetic magic, and have a Minor Magical Focus in all things related to exotic magic - including opening the Arts of hedge wizards.
  • Rustic Magi: Also known as the 'Mechanicals', these magicians live among the common people in rural communities, and employ a strange form of craft-related magic. They employ the virtue of Craft Magic, which allows them to cast spells by seemingly doing their craft, to make charged items quickly, and to enchant lesser enchatments from items that already contain raw vis. Rustic magi also have the 'Spell Foci' virtue, which adds a small bonus to their spell casting by incorporating casting tools into them. Although it is not said so explicitly, they seem to posess the Gentle Gift. Note that despite being included in the list of "largest" Ex Miscellanea traditions, it is also said there are also only a few rustic magi in the Order.
  • Hermetic Sahirs: Magi of this tradition, present exclusively in the Iberia, use the Sihr ability to summon and bargain with jinn. Sahir are often served by several jinn, local place spirits (genii loci) he has bargained with.
  • Seirenes: This is an all-female tradition practicing a form of lyrical magic originating in the sirens of legend. They employ the Siren Song virtue, which allows them to use Music to enchant all who listen to it. Many also possess Performance Magic.

More Ex Miscellanea traditions are offered as "ideas", some of which are established by other parts of canon while others appear to be only-possibly part of the canonical Order.

  • Beast Masters: These magi employ the Summon Animals supernatural ability, and in addition share Animal Ken, Incompatible Arts (MuCo and PeAn), and more.
  • Damhadh-Duidsan: This lineage suffers the Necessary Condition (carving runes), and often have the Shapechanging or Incantation (Infernal!) ability. See Realms of Power: The Infernal for more details.
  • Hermetic Haruspexes: This tradition traces its lienage to ancient Roman augers, and employs Divination and Augury (from The Mysteries Revised Edition), as well as hahving an Affinity with Intellego, and often Premonitions or Visions. Note that Divination is in "competition" with Intellego, as it essentially allows to cast some Intellego spells through this non-Hermetic ability.
  • Karaites: This Jewish sect employ Holy Magic and Craft Amulets, as well as Karaite Magic. See Realms of Power: The Divine for further details.
  • Malocchi: Italian magi who practice Entrancemnet, also possessing Special Circumstances (eye contact) and a Weak Magic Resistance whenever someone stands in their shadow.
  • Temperaria: These are weather-witches, employing Whistle Up the Wind, an Affinity wit hAuram, and Necessary Condition (must use tools to work their magic). Note that Whistle Up the Wind is in "competition" with Auram, as it essentially allows casting certain Auram spells using this non-Hermetic ability.
  • Witches of Thessaly: Noteworthy for being the original tradition of Trianoma, these maga come from the Daughters of Erichto cthonic hedge magic tradition. They practice Summoning, and share an Affinity with Vim. Note that their hedge magic brethern practice darker, possibly Infernal, paganism, to which they may be privy.
  • Koldun: Shamanic wizards from the Novgorod Tribunal, who practice Summoning and share an Affinity with Vim (as the Witches of Thessalay).
  • Trollsynir: Wizards from the northern lands of Scandinavia that clean descent from giants, and who bear the power to curse their enemies. They suffer the Necessary Condition (carving runes), and often have the Shapechanging or Incantation (Infernal!) ablity (like the Damadh-Duidsan).
  • Corrguineach: An Irish tradition with control over elemental spirits, they aided House Flambeau in exterminating the Diedne. They use the Sihr ability to summona and bargain with (elemental?) genii loci, and bind them temporarily to their service (like Hermetic Sahir).
  • Mulusine: Berton bards who bear the blood of a water faerie, with the power to enchant the the music playerd on their harps. They employ the Siren Song virtue, allowing them to use Music to encahnt all who listen to it (like the Seirenes).
  • An unnamed group of Roman necromancers who use teir power over spirits to terrorize the locals and win power for themselves. They employ the Banishing non-Hermetic ability, which allows them to temporarily banish spirits, and have a particularly-broad Magical Focus (ghosts as a Major Focus, or the animated dead as a Minor one), like the Donatores above. We note that Banishing should probably be replaced with another ability to better fit their flavor.
  • Taltos: A Magyar tradition who use their knowledge of herbcraft to increase their physical characteristics and martial skills, as well as for healing. Many taltos have the Skinchanger (horse) virtue, and employ Mythic Herbalism and Root-Cutter (like the Pharmacopeans).

A more detailed description of these traditions is provided the House Ex Miscellanea chapter of Houses of Hermes: Societates, although many refer to further books as noted above.

In addition, Against the Dark described the tradition of Hermetic Fectores:

  • Hermetic Fectores: House Tremere breeds Fectores (Slayers of Vampires, Werewovles, and so on) in the oppidum of Laniena in the Transylvanian tribunal. These join House Ex Miscellanea - most as Mythic Companions, but the suitable are trained as magi and form the tradition of Hermetic Fectores in the House.

Bjornaer Clans

All Bjornaer magi partake in the House's ancestor cult, which is a tradition in of itself. This includes the Heartbeast outer mystery, but also inner mysteries that include Secret Name (severing arcane connections), Theriomorphy (acquiring heartbeast Virtues in human form), and Sensory Magic, as well as the Inner Heartbeast.

Within the cult, the House is divided into six Clans, each providing its own Initiations in addition to the House's general ones. These still use the House's Mystery Cult Lore.

  • Clan Arelie serves as the "memory" of the House, and teaches mysteries including an Affinity with Mentem.
  • Clan Ilfetu are the teachers and mystagogues of the House, and teaches Divination and Second Sight.
  • Clan Maruhs are the "rebels" and idealists of the House, teaching mysteries including Dream Magic.
  • Clan Midulsuf are leaders and warriors. Their clan mysteries include Special Circumstances (near other Bjornaer magi), Affinity with Heartbeast, and Study Bonus.
  • Clan Sirnas are protectors. Their clan mysteries include Awakening and a Minor Magical Focus in wards.
  • Clan Wilkis care for the house. Their clan mysteries include Life Boost and Cautious Sorcerer.

The Huntress in the Woods

This is a pagan cult wishing to raise a pagan messiah that will defeat Quaendalon in Arcadia, and reform the Order into nature-worshipping pagans. They teach Nature Lore, Hermetic Theurgy, Hermetic Synthemata, and if successful Ascendancy to the Hall of Heroes.

Criamon Paths

All members of House Criamon share the same broad House culture, the same outer mystery of The Enigma. The Criamon chapter of Houses of Hermes: Mystery Cults also suggests all may have access to Inscription on the Soul, but that's left to the troupe's decision, and it doesn't appear the House has any other House-broad mysteries.

The House is divided into eight Paths, however, which function like inner mystery cults, each with its own initiation path (all using the same House Mystery Cult Lore, all with five stations). Only some of these are described. These are:

  • The Path of the Body: Stations include Spiritual Nourishment (replaces longevity ritual), Microcosm (arcane connection to mundane thing and places), and Corporeal Repose (de-aging, automatic healing, and more).
  • The Path of Seeming: Stations include True Sight (use Enigmatic Wisdom as Second Sight and Magic Sensitivity), Vivid Memories from Objects, Passing Through Seeming (astral projection), and Ignore the Real.
  • The Path of Strife: Stations include Eater of Sin (use Enigmatic Wisdom instead of a martial Ability), Blood and Bronze (4 x Attack Total), Repels and Attracts Elements, and Golden Cider (make objets or creatures mundane).
  • The Path of Walking Backwards: Stations include Service to Harmony (gain Gentle Gift), Rice and Honey (heal objects, animals, or plants), Expression (gain Free Expression and Inspirational, and use Enigmatic Wisdom in lieu of one artistic skill), Exaltation (add virtues to objects), and the Threshold of Repose (change shape).
  • The Path of the Mirror, followed only by primi. While not described fully, initiates of this path are said to be able to hear the thoughts of the covenant’s ghosts, sense and distort magical tides and currents, and bind spirits to places or objects. Members of the House also believe that a living Primus can draw the Axis Magica inside his own body and walk with it to another place.

Note that Criamon magi also refer to the "Winding Path", to designate a Criamon not yet upon a Path. Three Paths are not described.

The Line of Muj

A Tremere lineage, in the Transylvanian Tribunal, described in Houses of Hermes: Mystery Cults as part of House Merinita. Its members employ Mountain Lore and an Affinity with Auram. They are decended from Myanmar filius Merinita, and are embroiled in a family feud with the Merinita lineage of Merinugalaudabila from Novgorod.

We note that in the Fourth Edition, the Line of Muj was described in the Fourth Edition supplement The Mysteries (not to be confused with the Fifrth Edition's The Mysteries Revised Edition). There it said that Muj was a pagan that made a bargain with a faerie mountain spirit of the Balkans in the 5th century, becoming a hero to the Blakan people and warring against Slavic oppressors. His line is known for their mastery over storms and physical might, and is the source of spells such as Gift of the Bear's Fortitude. Groups wishing to draw on this background might want to allow this lineage access to Mythic Strength and maybe other Heroic virtues (from the Mercere chapter of Houses of Hermes: True Lineags), but may want to keep Fifth Edition's virtues (Mountain Lore and an Affinity with Auram) as better representing it.

Merinita Mysteries

All schools are privy to the Binding the Gift inner mystery (influencing the effects of the Gift through the familiar bond).

In addition, there are three schools of Faerie Magic Myseries, as well as a separate school of Nature Mysteries, taught under House Merinita Lore. A Merinita lineage is usually associated with one of these schools, and may be initiated into its inner mysteries. The schools are:

  • Arcadian Mysteries: Arcadian Travel, Animae Magic, and Becoming.
  • Folk Mysteries: Charm Magic, Story Magic, and Symbolic Magic.
  • Illusion Mysteries: Spell Timing, Glamour, and Perpetuity.
  • Nature Mysteries: Using Nature Lore rather than Faerie Magic as their Outer Mystery, their inner mysteries are Awakening, Wilding, and Guardian of Nature.

One example is the Line of Quendalon. This is a lineage within the school of Arcadian Mysteries, often associated with the ideal of spread Faerie magic and mysteries. All have Faerie-Raised Magic or a Major Magical Focus in faerie.

This lineage is also associated with The Last Commission, in which capacity they function as an esoteric mystery cult, initiate magi from other Houses, particularly Bonisagus, into the House and their inner mysteries to help them make the Faerie realm more accessible to all magi.

Another lineage is the Heirs to Merlin, associated with magic relates to charms and symbols, forture and fate. This lineage is within the like of Folk Mysteries, all learning Charm or Story Magic, and often later Symbolic MAgic as well. Many are initited into Binding the Gift as well. Many have Faerie Blood and often develop Premonitions, Second Sight, or a Major Magical Focus with charms. They often swear feality to faerie lords, or serve as their advisors.

The Followers of Pendule descend from Merinita magi that learned illusion mysteries from Pendule, a legednary hedge wizard illusionist that evaded joining the Order. Followers of Pendule can learn Spell Timing and Glamour, and often also Spell Improvisation or a Major Magical Focus in counterspells. Upon their master's death, they often master Perpetuity. They also share a weakness to iron.

The True Merinita is something between a mystery cult and a lineage in the House. They always begin with Nature Lore, but those within House Merinita also must have Faerie Magic. They gain further Nature Mysteries by "walking the path" with a nature spirit (see Guardians of the Forest). They tend to have disturbing Gifts, and often a Major Magical Focus with the natural materials unworked by man. They often has a poor Reputation within House Merinita, or a Dark Secret.

However, the House's inner mysteries are also taught by inner societies, functioning like in-House mystery cults, that may teach mysteries from several such "schools".

  • The Wayfarers teach Arcadian Travel and possibly Spell Timing and Symbolic Magic.
  • The Keepers of the Thousand Tales aim to collect and disceminate stories. Their mysteries include Story Magic, as well as Enchanting (Storetelling), Charm Magic, and utlimately Becoming.
  • The Shadow Masters are masters of phntasm and illusion given susbtance. They initiate members into the mysteries of Glamour, Animae Magic, and Perptuity, and they share a Major Magical Focus in illusions. This sociery is concentrated int the Transylvanian and Theban tribunals.
  • The Cult of Vesta venerates faeries as houseold gods. Nearly all are females. Their members are initiated into Nature Lore (lares - domestic faeries), and Becoming or Guardian of Nature. We note that Animae Magic would be highly appropriate for this cult.

Verditius Mysteries

House Verditius is a mystery cult with a unique outer mystery, and four Minor and four Major inner mysteries. Verditius magi usually these learn inner mysteries from other House members, though sometimes they initiate themselves. Either way, initiating Verditius inner mysteries results in Hubris. Verditius magi are enouraged and expected to teach the House's inner mysteries to fellow Verditius magi, and a Verditius magus may learn them to any extent and in any order.

The minor House inner mysteries are Enchant Casting Tools, Items of Quality, Reforging Enchanted Items, and Verditius Elder Runes. The major ones are Automata, Bind Curse, Bind Magical Creatures, and Item Attunement.

Some Verditius magi join a Confraternity of like-minded Verditius magi following prescribed initation paths based on specific crafts. These are usually mostly lineages, but can accept other Verditius magi into their ranks. In addition to the House mysteries, each also teaches a unique non-House virtue as a mystery.

  • The Confraternity of Roland is based on the study of Durendal, a sword forged by Wayland Smith and granted to the knight Roland. They practice Craft: Blacksmith (swords), often for crusaders. Members are initiated into Minor Magical Focus (Swords). Members are often versed in Reforging, Items of Quality, Verditius Elder Runes, and Item Attunement.
  • The Confraternity of Balento focuses on fire magic, and employs wands and staffs. They have an Affinity with Ignem, but also the Deficient Form (Aquam) flaw. Members are often versed in Enchanted Casting Tools, Verditius Elder Runes, and Bind Magical Creatures.
  • The Confraternity of Irene the Younger create items of beauty, often given to Churches or princes. They use Craft: Sculptor or Painter, and have Puissant Imaginem or Puissant Mentem but also the Slow Caster flaw. Members are often versed in Verditius Elder Runes and Automata.
  • The Confraternity of Himnis the Mad: Himnis the mad was an 11th century enchanter that entraped his creations. The Confraternity teaches a Minor Magical Focus in wooden wands, but also the Minor Personality Flaw Envious. Members are often versed in Elder Runes, Item Attunement, and Bind Curse.

Esoteric Mystery Cults

Mystery Cults are secret organizations that teach specific mystical practices called Mysteries. Mysteries are highly ritualized and often include a spiritual or even explicitly religious component. Magi of the Order of Hermes can join mystery cults, but Mysteries are outside the usual theory and practice of Hermetic magic.

In terms of game mechanics, Mysteries usually take the form of special Mystery Virtues rather than Arts or Abilities.

Some Mystery Cults were subsumed into the Order of Hermes as entire Houses, and some are sub-cults within a House, as discussed above. Some, however, consist of cults that transgress House boundaries. These are the Esoteric Mysteries, described in the following list.

Ten sample Esoteric Mystery Cults are provided in The Mysteries Revised Edition. All are optional, but at least some seem to fit well into the standard setting. There are some that, if accepted into the saga, would form an important element in Hermetic society.

  • The Order of the Green Cockerel is an alchemical society of magi exploring the new science of alchemy. The society encourages mundane alchemical research, but its main focus is in teaching its magi how to purify themselves and reach alchemical perfection. Their mysteries may include Planetary Magic, Vulgar Alchemy, Unaging, Hermetic Alchemy, Lesser Elixir, Philosophic Alchemy, and finally the Great Elixir.
  • The Magoi of the Star are astrologers, using the power of the stars to enhance their magic, and even prophesy. They follow a strange, heretical, variant of Christianity based on the writings of Origen, and consider themselves the inheritors of the Three Magi. Their mysteries might include Planetary Magic, Potent Magic (in astrological house), Periapts, Celestial Magic, Major Magical Focus (in astrological house), and Divination and Augury (Astrology).
  • The Volehsbnii Mechtateli are 'dream witches' that play with the dreams of others as an artist plays with paint. The members of this highly secretive society, meeting only in the dream world, have great power over dreams and nightmares, and no moral restrictions whatsoever. Their mysteries might include Dream Magic, Potent Magic (dream) or Magical Focus (dream), and Affinity in Imaginem or Mentem, and the Greater Dream Grimoire.
  • The Neo-Mercurians are a society that toils to rebuild and discover the Mercurian ways of magic of old. Its priests call upon the power of the old pagan gods, conduct Rituals at nearly no cost, and wield some unusual magics to do with roads and spell mastery. Mysteries may include Mercurian Magic, Performance Magic (cult rituals), Hermetic Theurgy, Divination and Augury, and Hermetic Sacrifice. It also teaches the secrets of Road Magic, and several spell mastery special abiltiies.
  • The Legion of Mithras is a secretive organization devoted to heroic defense of the Order. It encourages the ideals of Greek heroism, and in the higher echelons its magi are privy to secret ancient magic. Its members are initiated into virtues that improve their moral character and elevate their soul, including Strong-Willed, Clear Thinker, Reserves of Strenth, Enduring Constitution, Inscription on the Soul, Spirit Familiar, and the Living Ghost.
  • The Philosophers of Rome are a highly-secretive and loose Gnostic group of proud, show-offish, licentious heretics. These charismatic cultists encourage themselves to bask in their own glory, to live and be admired as gods amongst men, and ultimately to achieve true divinity by such worship. They teach the secrets of Hermetic Theurgy, including Names of Power, Hermetic Theurgy, Invocation Magic, Theurgic Spirit Familiar, and may develop Ascendancy to the Hall of Heroes.
  • The Children of Hermes are a growing cult reminiscent of modern televangelism. Led by a highly charismatic figure claiming to be a reincarnation of Hermes himself, and by his consort who he claims is Cleopatra, they claim to open up a new era of magic and open the path to all Mysteries of magic. Its members pass on initiation rites stolen from other cults up the cult's chain, and Hermes' revelations down it. Members may, if the cult is to be believd, be initiated into any and all Mysteries.
  • The Mystic Fraternity of Samos is a group of Pythagorean cultists who master the magic of harmony, geometry, and numbers. Although membership is openly acknowledged, and middle-ranking cult members even teach their more mundane arts openly, the cult's powers are kept in secret. They are somewhat famous for their huge architectural works, sorcerous music, and mastery over all manner of spirits. Members might be initiated into mysteries including Hemrmetic Numerology, Hermetic Geometry, Planetary Magic, Hermetic Architecture, Great Talisman, Performance Magic (Sorcerous Music), Inscription on the Soul, Hermetic Theurgy, Theurgic Spirit Familiar, Potent Magic (Artes Liberales and Philosophiae), and scendancy to the Hall of Heroes.
  • The Disciples of the Worm is a secret and abhorred society focusing on learning the secrets of death and beyond. If you meddle with it, expect to hear of graves, ancient ghosts and ancient magic, bound spirits and awakened guardians. Some whisper it is led by the ghosts of long-dead magi, living-dead maintaining a mockery of life by the cult's hideous magic. The cult's mysteries include Second Sight, Spell Binding, Hermetic Empowerment, Inscription on the Soul, Potent Magic: Ghosts, spirit familiar, and the Living Ghost.
  • The Knights of the Green Stone are a group of magi knights, searching for a legendary stone in a quest similar to the mundane's search for a holy grail. They may be initiated into Free Expression, Performance Magic: Music, Art of Memory, Vulgar Alchemy, Hermetic Numerology, Consummate Talisman, Planetary Magic, Major Magical Focus: Gemstones or Potent Magic: Gemstones, and Hermetic True Names.

Non-Hermetic Traditions

Non-Hermetic traditions are traditions external to the Order of Hermes. Most non-Hermetic traditions are much weaker and more limited than Hermetic magic. These weak forms of magic are collectively called hedge magic. There are, however, a few powerful forms of foreign Magic that are closer to parity with the power of Hermetic Magic, and there are venerable old magical traditions, that a magus might hesitate to denigrate with the "hedge magic" monicker.

Non-Hermetic traditions also include non-Magical traditions, as they are aligned with other Realms of Power. Faerie traditions are usually classed along Magical traditions as hedge magic, but Infernal traditions are usually called "diabolists", and Divine traditions are accorded respect and not usually classed as hedge wizardry.

Hedge Wizards

Most traditions that still exist outside the Order are considered hedge magic, though that broad term masks a diversity. Some forms of hedge magic are more powerful than others. In terms of game mechanics, a follower of a hedge tradition may be a companion, Gifted Companion, Mythic Companion, or even a grog,[2] depending on the particular tradition and/or the player's preference.

A key mechanic regarding traditions is the Favored Abilities mechanic. Gifted characters can learn a new (Magical) Supernatual Ability, but must gain 5 XP in one season to do so, while subtracting the total of of their current Supernatural Abiltity scores from their source quality (see ArM5 p. 166). This means that in practice Gifted characters cannot learn new supernatural abilities in this way. Many traditions, however, have a set of "favored abilties" that they can learn without subtracting this total, which allows Gifted individuals to acquire them by learning them as normal. The character must undergo an "Opening the Gift" ritual by the tradition in order to acquire this set of favored abilities (see Hedge Magic Revised Edition p. 7).

If the character already belongs to another tradition, i.e. has had his Gift opened (including to opening the Arts to Hermetic magic), then opening his Gift to the new tradition is especially hard. Furthermore, as the Ease Factor for opening the gift is related to the character's existing Ability (and Art) scores, it is exceedingly hard to open the gift of of an experienced hedge wizard. For these reasons, the Gift is usually opened at the beginning of apprenticeship, when the apprentice has little if any experience in Supernatural Abilities or Arts, and characters very rarely belong to more than one tradition.

The season spent opening the Arts of an Hermetic apprentice (see ArM5 p. 106) essentially constitutes joining the Hermetic tradition, opening the gift to 15 favored "Abilities" (the Hermetic Arts).

Faerie-based hedge wizards have their own, similar, version of Favored Abilities.


The following list combines traditions affiliated with both the Magic Realm and Faerie Realms. Both are included in the common usage of the term "hedge magic." It includes any tradition with members outside the Order - even if it also has members within the Order. It is compiled principally from material published in the Ex Miscellanea chapter of Houses of Hermes: Societates, the Hedge Magic book, and the Realms of Power: Faerie book.

Apostles of Apollonius
A tradition wielding power over the elemental powers of nature, such as elementals. They practice "theurgic" elementalism (see Hedge Magic Revised Edition, under Elementalists).
Borrowers
Traders who barter mortal goods for faerie blessings
Breton Bards
There is a tradition of Breton bards descended from Melusine the water faerie, whose powers of enchanting music are similar to those of the Seirenes[3]
Corrguineach
Irish wizards with great powers over elemental spirits, whose powers are similar to those of sahirs[3]
Cunning-Folk
Not a true traditions, so much as a disparate mix of men and women living in the villages and hamlets of Mythic Europe. Cunning-folk use their magical powers to mediate between the supernatural powers and the common people. See Hedge Magic Revised Edition, under "Learned Magicians".
Elementalists
Magicians with power over the four classical elements, including elemental spirits. This is not a tradition as-such, but rather a category of traditions. See Hedge Magic Revised Edition.
Folk Witches
Usually female magicians with magical powers of healing, cursing, divination, and shapeshifting. See Hedge Magic Revised Edition.
Galdramen
Norse version of the mathematici
Gruagachan
Scottish magicians with a wide range of powers including shapeshifting, spirit magic, and visions (see Hedge Magic Revised Edition)
Ikhwan as-Safa
The Brethren of Purity, or Ikhwan as Safa’, are a secretive group that follows a variant of Islam found in Andalusia, the Levant, and throughout North Africa. They practice "philosophic" elementalism, granting them power over natural phenomena and other powers. See Hedge Magic Revised Edition, under "Elementalists".
Koldun
Slavic sorcerers similar to volkhvy, but who follow dark pagan gods of winter and cold. See Hedge Magic Revised Edition, under Gruagchan.
Learned Magicians
University-trained magicians, experts in astronomy and alchemy, also known as mathematici
Mythic Alchemist
Mythic alchemists use their magic to create powerful magical potions and transform base materials. See Hedge Magic Revised Edition, under "Learned Magicians".
Nightwalkers
Magicians who can project their spirits astrally. These are local traditions, such as the Benandanti, The Hounds of God, Kresniki and Kuldaki, Mazzeru, and Taltos in Hedge Magic Revised Edition
Ollamhain
Irish bards and soothsayers
Roman Necromancers
There are Roman necromancers who use their powers over ghosts to terrorize the locals; their powers are similar to those of the Donatores Requietis Aeternae[3]
Rustic Magi
craftsmen who imbue their products with magical powers
Sahirs
Islamic wizards who summon and bind spirits called jinn
Scinnfolk
Herbalists and faerie doctors whose magic can increase fertility
Seithkonir (also Seithr)
Nordic folk witches.[4]
Settuten (also Settut)
Berber witches that excell at destrutictive and dispelling magical effects.[5]
Storm Wizards
A Transylvanian hedge tradition of giant-blood sorcerers with power over storms.
Taltos
A Magyar tradition of skinchangers and herbalists with powers similar to the Pharmacoepians[3]; see also Hedge Magic Revised Edition under "Nightwalkers", and their description in Against the Dark.
Tempestaria
More a category that a true tradition, tempestaria are mostly villagers with power over weather through their Whistle Up the Wind supernatural ability, with little continuity or tradition beyond that. They are common in Germany, England, and Denmark. See the House Ex Miscellanea tradition for further details.
Trollsynir
Giant-descended wizards of Scandinavia and Iceland. See Hedge Magic Revised Edition, under "Gruagchan"
Tulab Ibn Sina
This tradition is comprised of the most accomplished physicians in the Islamic world. The Tulab Ibn Sina, or the Students of Avicenna as they are known in the West, use their exceptional knowledge of medicine and the Elementalist Arts to serve their local rulers. See Hedge Magic Revised Edition, under Elementalists.
Vampire Hunters
A loose and fractured tradition in the Transylvania Tribunal, composed primarily of vampire hunters.
Vitkir
Scandinavian rune-wizards with versatile powers (see Hedge Magic Revised Edition)
Volkhvy
Slavic pagan priests with nature-related powers.
Volur
Norse diviners
Witches of Thessaly
Mostly female wielders of necromancy and curses; possibly the ancestral tradition of Trianoma[6]

Divine Traditions

Karaites
Jewish practitioners of Holy Magic

Infernal Traditions

A character needs to be touched by the Infernal in order to be able to gain Infernal abilities. An Infernal virtue or flaw would suffice, as would a single Warping Point from an Infernal source, or even just making a deal with a demon. Note, however, that learning a second supernatural ability is penalized, as per the rules of favored abilities. In practice, most infernalists belong to Infernal traditions that grants them access to Infernal Favored Abiltiies, much like Opening the Gift does. A character may only belong to one Infernal tradition, and it is recommended only Comapnions (or magi, or Mythic Companions) would be allowed to gain such dark powers, as gaining them marks the character as a major one.

We recommend to consider allowing Infernal cults to condut some sort of "initiation" into the cult's Favored Abilities, rather than simply allowing them. Consider using the rules for "Opening the Gift" of Magical traditions. Another options is to allow initiating each Virtue individualls through the Mystey Cult intiation rules, using an (Infernal) Cult Lore ability, or perhaps through the Powers of summoned demons, or through maleficia.

Infernal abiltiies can also be taken as Major Virtues, and thus can be initiated by corrupted Hermetic Mystery Cults. These virtues are also used in character generation, e.g. of diabolist characters. We note that getting, say, four Abilities as (Major) Virtues is a high cost, and incommensurate with getting all the Favored Abilities by joining the Infernal tradition in game. Consider simply letting a character from an Infernal tradition have access to its Favored Abilties, without taking the corresponding Virtues.

Infernal traditions and their infernal powers are depicted primarily in the Realms of Power: The Infernal book.

  • The Luciferians: Those who worship Satan, either as an angel or more directly, believing that the Devil was cast out unjustly. Many Luciferians revere St. Paul and belong to the Church, seeing themselves as the "truth" faith within the false Church. They practive Debauchery, Diablerie, Malediction, and Sense Passions.
  • Damhadh-Duidsan: In addition to being an Ex Miscellanea Hermetic tradtions (see above), the giant-borne bloodline of Damhan-Allaidh, including that of Damhadh-Duidas who founded the Hermetic tradition, includes non-magi. These characters would have the Shapechange and perhaps the Giant Blood virtues (note that Shapechange might be Magical!). Full members of this Infernal tradition would also have knowledge of Ogam, and if unGifted would be initiated into two of the tradition's Infernal Favored Abilities: the Method of Incantation, with either Consumptions or Malediction. Some may be full Diabolist Mythic Companions. A few, rare, members of this tradition may be Gifed Companions, like Dahadh-Duidas was.

Rival Traditions

The most powerful non-Hermetic traditions are described in Rival Magic. They are shrouded in legend; some of them are not even certain to exist in canon.

Amazons
The warrior-women of classical legend, who have developed their own independent, non-Hermetic Arts
The Augustan Brotherhood
A secret society of court wizards whose magic descends from the Roman poet and sorcerer Virgil
The Order of Odin
A shadowy group of Nordic wizards that may or may not actually exist[7]
The Order of Suleiman
A rumored organization of Islamic sahirs
Muspelli
Scandinavian sorcerers who worship the jotunn, the wicked giants of Norse myth; they are more powerful than the vitkir.
The Sorcerers of Soqotra
Legendary magicians from a mysterious island in the Arabian Sea

Extinct Traditions

Not all magical societies survive the ages; several such traditions are covered in Ancient Magic.

Canaanite Necromancy

The supposed origin of all summoning arts, this biblical group of necromancers are long dead. Being necromancers this doesn't mean the end of them.

Defixio Magic

A Roman chthonic tradition that has ties the Cults of Pluto, Hecate & other deities.

Heron Mechanicians

A tradition of mechanical craftsmen who create magical constructs to generate their effects.

Hyperboreans

The Priests of Apollo who were wiped out by the Order in it's early days despite much of the Hyperborean hymns breaking the limits of Hermetic magic.

References

  1. Ars Magica Fifth Edition, p. 11, "House Ex Miscellanea"
  2. Hedge Magic Revised Edition, p. 11, "Magi, Companions, or Grogs"
  3. 3.0 3.1 3.2 3.3 Houses of Hermes: Societates, p. 109, "Ringing the Changes" (inset)
  4. Hedge Magic Revised Edition, Chapter Seven: "Vitkir", p. 121 (insert "Female Vitkir"))
  5. Between Sand & Sea: Mythic Africa
  6. Realms of Power: The Infernal, p. 140, "Infernal Societas: The Witches of Thessaly"
    Wise Folk
    Villagers who use faerie wizardry to make charms and wards
  7. Guardians of the Forests, p. 113, "The Order of Odin" (inset)

Legacy Page

The history of this page before August 6, 2010 is archived at Legacy:tradition