RULES Magi Factions

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Factions of Dark Ages: Mage


The Order of Hermes

  • Overview: The dominant magical order of the medieval world, the Order of Hermes is a rigid, hierarchical organization of mages who see themselves as the inheritors of classical magical traditions. Divided into Houses, the Order values discipline, structure, and the accumulation of magical power.
  • Philosophy: Magic is a structured, universal force that can be mastered through study and discipline.
  • Goals: Preserve their dominance in the mystical world, recover lost knowledge, and solidify their position as the arbiters of magical law.
  • Key Houses:
    • House Tremere: A recently fallen House that has embraced vampirism to escape extinction.
    • House Flambeau: Masters of fire and battle magic, often acting as the Order's warriors.
    • House Criamon: Mystics focused on transcendence and unraveling the mysteries of time.
  • Enemies: Infernalists, rogue mages, and any who challenge their authority, including other factions.

Ahl-i-Batin

  • Overview: Islamic mages who view their magic as a divine gift, using it to maintain balance and harmony in the world. Deeply connected to Islamic mysticism, the Ahl-i-Batin blend spiritual insight with magical practice.
  • Philosophy: The world is a divine creation, and magic is a means to bring humanity closer to God's will.
  • Goals: Spread the tenets of their faith, protect the Islamic world from external threats (e.g., Crusaders), and counteract chaos.
  • Enemies: Infernalists, Crusader-aligned factions, and those who disrespect their traditions.

Solificati

  • Overview: Alchemists and mystics who believe in personal and spiritual transformation through the refinement of materials and the self. They see alchemy as both a mystical and physical pursuit.
  • Philosophy: Perfection of the self and the world can be achieved through the Great Work of alchemy.
  • Goals: Unlock the secrets of the universe, achieve spiritual enlightenment, and perfect their craft.
  • Enemies: Those who dismiss alchemy, including some within the Order of Hermes and scientific-minded mages.

Disciples of the Art (Choristers and Dreamspeakers)

  • Overview: Early precursors to the Celestial Chorus and Dreamspeakers, these mystics focus on the spiritual and natural aspects of magic. While not formally organized, they share common beliefs and practices.
  • Philosophy: Magic flows from divine or natural forces, and harmony with these forces is essential.
  • Goals: Preserve the spiritual traditions of humanity and defend against the encroachment of "unnatural" magics.
  • Enemies: Technocratic ideals and those who defile sacred or natural spaces.

Messianic Voices (Proto-Celestial Chorus)

  • Overview: Mystics who draw their power from religious faith, primarily aligned with Christianity in Europe. They emphasize the unity of magic and divine will.
  • Philosophy: Magic is a gift from God, to be used in service of divine plans.
  • Goals: Spread the teachings of their faith, combat infernalism, and bring about divine unity.
  • Enemies: Pagans, heretics, infernalists, and practitioners of "unholy" magics.

Old Faith (Proto-Dreamspeakers)

  • Overview: Mystics and shamans aligned with the pre-Christian, pagan traditions of Europe. They draw power from nature and ancient spirits, standing as defenders of the old ways.
  • Philosophy: Magic is inherent in nature, and mages are its caretakers and defenders.
  • Goals: Preserve pagan traditions, maintain the balance of nature, and resist Christian and Hermetic encroachment.
  • Enemies: The Church, Hermetic mages, and any who seek to destroy their lands or practices.

The Craftmasons

  • Overview: Early technomancers who seek to reshape the world through practical engineering and rudimentary scientific principles. They are builders and innovators, laying the groundwork for the later Technocracy.
  • Philosophy: Magic and science are tools to improve humanity's lot and bring order to the chaos of the world.
  • Goals: Advance humanity's knowledge, create lasting monuments to their ideals, and guide society toward enlightenment.
  • Enemies: Hermetics and mystics who reject progress, as well as factions tied to chaotic magics.

Infernalists

  • Overview: Mages who have aligned themselves with demonic or infernal forces, trading their souls and ethics for power. They are universally reviled by other mages.
  • Philosophy: Power justifies any means, and bargains with the Infernal bring unparalleled strength.
  • Goals: Accumulate personal power, spread corruption, and fulfill their dark masters' wishes.
  • Enemies: Virtually every other faction, especially the Messianic Voices and Ahl-i-Batin.

Hedge Wizards and Hedge Crafters

  • Overview: Non-Awakened magical practitioners who wield limited powers through rituals, charms, and superstitions. Often overlooked by major factions, they still play significant roles in local communities.
  • Philosophy: Magic is practical and grounded, used to solve everyday problems.
  • Goals: Survive in a dangerous world, protect their communities, and avoid the notice of powerful mages.
  • Enemies: Overzealous Hermetics, Church inquisitors, and infernalists.

The Nephandi

  • Overview: Corrupted Awakened mages who seek to unravel reality itself. They are nihilists and destroyers, willing to obliterate the world for their twisted goals.
  • Philosophy: Destruction is the only truth, and the universe must be unmade.
  • Goals: Spread entropy, destroy all creation, and bring about the end of reality.
  • Enemies: Everyone, though they especially clash with the Order of Hermes and the Messianic Voices.

The Void Seekers (Early Technocracy)

  • Overview: A proto-Technocratic faction focused on order, reason, and practicality. They blend mystical knowledge with empirical methods.
  • Philosophy: Magic must be grounded in logic and serve the betterment of society.
  • Goals: Create a rational, orderly world free of chaotic or destructive magics.
  • Enemies: Mystics, infernalists, and anyone who rejects their worldview.

Independent and Regional Factions

  • Solitaries: Mages who operate outside the confines of formal orders, pursuing personal enlightenment or localized goals.
  • Hedge Religions: Pagan groups tied to specific cultural or regional practices, often blending mysticism with local folklore.
  • Dragon Dreamers: Eastern mages who explore the mystical aspects of Asian philosophies, precursors to the Akashic Brotherhood.

Each faction in Dark Ages: Mage adds a layer of depth and intrigue to the setting, creating a complex web of alliances, rivalries, and conflicting philosophies. Whether players align with the structured Order of Hermes, the spiritual Old Faith, or the practical Craftmasons, there are countless opportunities for storytelling in the medieval World of Darkness.



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