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Circle of Eternity (The Order of Hermes)

“The excellence of the soul is understanding; for the man who understands is conscious, devoted, and already godlike.”


The Order of Hermes. Few other mystic societies can claim a history so illustrious, or Masters as potent, or indeed as numerous. The very names of mage, wizard, and sorcerer bring their ilk to mind. And, with the advent of the modern age, and through millennia of syncretism, magical theory, and the dedicated research of countless scholars and magi, Hermetic belief encompasses perhaps one of the most varied and yet cohesive collections of paradigms in the Awakened world. More than perhaps any other organization, they truly earn and understand the title of Willworker, for it is through rigid discipline and an iron will that they change the world around them, and through their actions and enlightenment, change themselves.

But you are not one of those hoary masters in their ensorcelled towers, or ancient alchemists discerning the secrets to life itself through an exacting and arcane science, and it's likely you hardly know the names of a dozen spirits, let alone command legions as did Solomon the Wise. You are but an initiate, and yet, those lofty halls of power and knowledge await any with the Will and ability to reach for them.

Perhaps you're the scion of a mystic and storied lineage, tracing itself back to the dawn of the Order, or you might be newly inducted into the world of the supernatural. Whether your magic hearkens to the wizards of old, or you trace sacred geometric symbols onto silicon wafers to ward off malign technological spirits, the Order has seen potential for greatness in you. No matter how unorthodox your methods may be, all insights are welcomed in their grand libraries, and with the proper tutelage and cooperation with your fellow Hermetics... naught but your own hubris can halt your glorious road to Ascension.


So, mood-setting aside, this is a game of Mage the Ascension, focusing on a group of initiates to the Order of Hermes at one of their Earth-bound schools. I'll be using the 20th Anniversary rules, with some minor house rules, Revised substitutions, and the like. While there will be an undercurrent of the academic side of things, magical theory, etc., and there's the lingering question of enlightenment and Ascension, those aren't likely going to be the focus of many sessions (unless that's the route players decide to go).

No need to go into too much detail on a character, as I'd like to personally discuss concepts and hold a Session 0 to ensure a modicum of group cohesion. Inter-character conflict is fine, so long as it's in service of a better story, and not just to ruin someone else's fun or needlessly derail the game. Your character needn't be a particular age, so if you want to play an initiate who experienced their Awakening later in life, or was only recently discovered by the Order and is an initiate despite their age, that's fine.

All current Houses are possible, so you should have options whether you want to play a technomancer, get entangled with the fae, or feel like playing a classic "robes, wands, and pointy hats" sort of wizard. All work, and all will have a place, even if unusual or less represented paradigms might face some measure of IC mistrust, doubt, or even preference. Those of Guernicus are liable to be looked at as hidebound and perhaps even as narcs, and a Flambeau is generally going to be assumed to be action oriented and a little brash. And if you're of Ex Miscellanea... well, you're likely to possess a rather unique paradigm and might have a few benefits compared to the more traditional houses, but you are "the rest," and it's possible some might look down on your House or underestimate them for lacking pedigree or political sway. Whether you're being groomed for a particular House or want to leave it up to the game's events, that's up to you.

Also, you are starting as sorcerers. How many dots you have for paths will be a product of your background, but you're welcome to have some knowledge of magic, although unawakened.

Rules are primarily Mage 20th, with a couple changes, optional rules, and Revised edition systems and rules brought back.

Want to join this game? Make a post in the discussion forum below and let the GM know!

2 Players (3 Open Slots)

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