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The Order of Hermes

© 2022 Paradox Interactive © 2022 Onyx Path Publishing


Chapter Seven: The Order of Hermes
“I do not manifest change. I become change.”
— Thrice-Great Hermes

Overview
Cagliostro, Merlin, Paracelsus, Pythagoras, Saint-Germain, Solomon, Thrice-Great Hermes. These mages
are united by one common fraternity; The Order of Hermes, and one common phrase; “I am become the
Word.” The founders of the Council of Nine Mystic Traditions. The architects of the structure of the
council. The formulators and conceptualizers of the nine spheres of magick. The Order of Hermes can
claim all these accolades and more. They are the largest, most organized, possibly wealthiest and (they
would say) the most influential Tradition. They have the most Masters and Archmages, the most
chantries and strongholds, and the greatest libraries.
The Order claims to be the oldest Tradition, having existed in some form since the creation of written
language. They are the original codifiers of magickal study, founders (they would say) of western
mysticism and (in their opinion) leaders of the traditions. They are the creators of common Tradition
practices such as Certamen and the ultimate punishment of Gilgul. For many, the Order defines the
word mage.
The Order has also endured some of the greatest catastrophes in the history of the Traditions. Tremere
was a Hermetic mage, and generations of betrayal, war and death resulting from his actions are their
responsibility. The heavy hand they wielded on the Sleepers during the Mythic Age is more or less solely
responsible for the foundation of the Order of Reason which would grow into the Technocracy. If you
are using the relevant Future Fate, infighting among their own led to the death of their most powerful
Archmage, the loss of their greatest chantry, and was primarily responsible for the fall of Horizon to the
Technocracy. All of these disasters and more belong to the Order.
If choosing a singular word to sum up this Tradition, the likely choice is “pride.” Pride led the Order to its
greatest achievements and precipitated its greatest failures. Pride also keeps the order at the heart of
the Traditions. The Order believes without them there is no Council of Nine. They are the glue holding
the Traditions together and the most fervent supporter of the Council. Pride also drives the Order to
force its methods and ideals on the other Traditions and causes many Hermetics to believe only they
truly understand what it means to be a mage.
Internally, the Order is infamous as a shark tank of political machination, crushing bureaucracy,
inflexible discipline, and exhausting apprenticeships. Perhaps less rigid and obtuse than in centuries
past, this reputation remains well earned by the Hermetics. Consisting of 13 houses under the banner of
the Order of Hermes, the praxes and methods of its members are widely varied but united under a
common goal.
Thus, despite their many flaws and many setbacks, the Order emerges from the ashes of the past as a
phoenix, bursting with fire and vitality. The shattering of the Order acts as the shattering of shackles,
freeing the remaining Hermetics to rebuild on the storied foundations of conviction, learning, brilliance,
Word, Will and Force. From the ruins rises a new Order, never giving in, never giving up, and never
losing sight of their ultimate goal; the fabled ideal of the City of Pymander, guiding all of humanity to
Ascension.

History
Down through the ages, the Order of Hermes, in one form or another, influenced humanity’s entire
experience of magick. The various hermetic Houses are known to argue at length about what events are
or are not of import. Entire convocations debate nothing but this. Apprentices can find a complete
history in that venerable tome the Hornbook penned by Master Alonius. In the spirit of pragmatism,
presented here is an annotated timeline of key events as relates to the Order of Hermes.

Bygone Origins
Mages have existed as long as humans have walked the earth and the Order claims to have influenced
events just as long. As far as recorded events are concerned, the beginnings of the Order originate with
the invention of written language. Records exist dating back to Sumer, Babylon, and ancient Egypt.
In ancient times, writing itself was a form of willworking and magic. Only the elite learned the secrets of
decoding markings put on papyrus, stone, and clay. These earliest occult priesthoods were the
foundation for the current Hermetic mystery orders. Most written accounts of this time are lost but
magickal workings by Masters of the Order reveal some insight.
Sometime around 2500 BCE, Djhowtey and Sesheta, an Awakened couple, become the quiet voices
whispering into the ears of pharaohs for five centuries. They make allies of the Bubasti, shapeshifting
felines of the region, help spread the Phoenician alphabet to Egyptian scribes, and Awaken many mages.
The mystery cult they create influences Egyptian society for centuries. The ultimate fate of these two is
unknown. They fade from the historical record when Pharaoh Amenemhet I dies. After they disappear,
the people merge their legend into a deity; Thoth, god of magic, wisdom, and knowledge.
Sometime around 950 BCE the Archmage Solomon rules Israel. The first to truly master the conjuration
and control of Umbrood, he writes three magickal books. Two of these tomes, the unabridged versions
of the Greater and Lesser Keys of Solomon serve as manuals on binding spirits in the Order to this day.
Sometime around 560 BCE the mage Pythagoras of Samos travels to Egypt, which by now is influenced
by Helenic thought. He becomes an initiate in the cult of Thoth, which is on the decline. He studies there
for 15 years before returning to Greece. He spreads his new ideas in Athens, Thebes, and other centers
of learning. Pythagoras develops a large following from cults devoted to the great god Hermes. After
another 20 years, he forms his own mystery cult in what later becomes Southern Italy. His cult devotes
itself to ascetic mysticism, math, astronomy, and music. 25 years later, Pythagoras dies an old man.
Most educated people of the time are familiar with the teachings of the new cult of Hermes, including
Plato.
Around 332 BCE Alexander of Macedonia conquers Egypt. By now the cult of Hermes is split into the
Acousmatics, devoted to the and the Mathematic faction, devoted to number theory and music.
Alexander fuses Greek and Egyptian culture. This culture, also influenced by Persian, Gnostic, and
Kabbalistic beliefs, culminates in the Hermetic Tradition.

The Common Era


In the first century Simon Magus becomes the final high-profile initiate of the Egyptian Thothian cult. He
founds post-Christian Gnosticism, but religious mystics of the time find his doctrines heretical. Simon
falls to his death trying to fly to impress Emperor Nero as a result of countermagick from hostile mystics.
In the third century, Plotinus, a Roman mage, advances the theory of Neo-Platonism, which later
dramatically effects Hermetic praxis. The traditions of magick used by the Order derive from Pythagoras
and Plato through Plotinus. Also in the third century, the Corpus Hermeticum is written. This document
forms the basis for the Order of Hermes. The Order attributes the writings to Hermes Trismegistus
(Thrice-Great Hermes). Zoroastrianism becomes part of the philosophy. Subject matter includes
numbers, astrology, theology, spirits, nature, and early alchemical treatises.
By the fifth century, Hermetic magi have spread across Europe in an exodus from decaying Rome. The
martyrdom of Hypatia happens in the early part of this century. She was a brilliant magus and
mathematics genius. She lived in Alexandria and was an eloquent Neoplatonist. A mob of angry fanatics
Led by Cyril the Christian patriarch attacked her. She was stabbed to death and her library burned.
The seventh century sees the life of Merlinius, Celtic Archmage. A legend among Hermetics, he
embodies the Hermetic magickal ideal. He vastly strengthens the magickal paradigm throughout
Western Europe.

Founding of the Houses


In the eighth century Trianoma of Westphalia experiences her “precipice experience” atop Brienzer
Rothorn in the Bernese Alps. She foresees the collapse of the Hermetic way and journeys across the
lands of Europe seeking a way to thwart this fate. She meets Bonisagus and together they work to unite
the magi of Europe and their praxes into a single doctrine. In 757 CE on Midwinter Night, twelve
founding magi including Trianoma and Bonisagus adopt the Code of Hermes. Unfortunately, Tremere is
among these magi. A scant few years later in 772 CE, Tremere and Bonisagus invent Certamen to help
resolve disputes.
In the ninth century, the Order officially adopts Certamen for this purpose. Between 814-817 CE, the
magus Pralix forms House Ex Miscellanea and the Order formally admits the House. In 848 CE Tremere
attempts a coup of all Order Houses and nearly succeeds. The other Houses ignore this ominous sign
and Tremere merely faces Censure. In 876 CE, the Order inhabits the stronghold known as Doissetep.
Founded in bygone times by an ancient sorcerer, the Hermetics annihilate the Nephandus residing there
and claim it, after which they move it entirely to the Spanish Pyrenees north of Gerona.
Doissetep ascends as the exemplar of Hermetic virtue across the next several centuries. It stands as a
shining example of scholarship, discipline, wisdom, influence, aplomb, and Ascension.

The Late Mythic Age


In the eleventh century the Order suffers its first civil war which lasts a decade. The war reaches its apex
when Houses Flambeau and Tremere completely annihilate House Diedne. Some leaders escape, likely
due to fae assistance. In 1022 CE Magi of house Tremere commit their infamous atrocity. They capture
and magickally experiment on an ancient Tzimisce vampire. From these experiments they produce an
alchemical potion. Tremere and seven of his closest fellow magi drink the potion and become vampires.
The concoction destroys their Avatars, and they lose their Art. Tremere spends years perfecting a new
form of vile blood magic to make up for this great loss. For more than a century, they hide their hideous
transformation from the rest of the Order.
Also, in this century the Crusades begin. Some magi become caught up in this perversity and join the
ranks of the crusaders, later returning with Arabic secrets of many occult subjects stolen from lands they
helped violate.
Late in the twelfth century, Sleepers begin forming universities, signaling a return to learning in Europe.
The order spends the next few centuries nurturing and supporting this effort, which causes a
heightening of academics within the Order. House Bonisagus founds the secret magickal university Fors
Collegis Mercuris outside Genoa in 1190 CE.

The First Massassa War and The Pogrom


In 1199 CE, the Order uncovers Tremere’s vampirism. A tribunal tries House Tremere in abenstia
delivering a verdict of Censure, Interdiction, and Requital. Warned by his allies, Tremere and his acolytes
disappear into the night, sparking open conflict lasting for over a century and a cold war continuing to
this day.
In 1210 CE, a rebel group of mages from House Ex Miscellanea calling themselves “rationalists” attack
Mistridge with a peasant army and cannons. The chantry falls. In the late 12th century, the Inquisition in
Italy extends its mandate to include “wizards, witches, and all consorts of Satan and his demons.” This
sparks a centuries long campaign that sees many minor Hermetic magi captured, tortured, and killed.
In 1325 CE on March 25th, a collection of disgruntled collectives of magi from across the world meet in
the White Tower in Normandy. They found the Order of Reason and begin their campaign of “sanitizing”
traditional magi. In 1330 CE, they begin a campaign to subvert control of European universities. The
skirmishes between Order of Reason and traditional magi escalate as the century wears on.
Compounding issues, the Black Plague strikes in 1348 CE and kills a third of Europe’s people. The Order’s
support structure is decimated, and the Sleepers believe haughty mages failed them.
In 1403 CE, Porthos Fitz-Empress is born, destined to one day become the supreme Tradition Archmage
and Deacon Primus of Doissetep. In 1429 CE Gilles de Rais, magus of House Ex Miscellanea helps Joan of
Arc ascend to leadership of the French army without permission from the Order. When Joan burns at
the stake, Gilles turns Nephandus. His atrocities end with his execution in 1440 CE. Also in 1440 CE, the
first Mistridge tribunal takes place in the ruins of the Mistridge Chantry. The tribunal decides to
undertake a quest with the goal of uniting the Awakened across all lands against the common threat of
the Order of Reason. In 1448 CE the Order of Reason destroys the earthly form of Doissetep in their first
major victory. The second Mistridge tribunal takes place in the Forces realm aspect of Doissetep in 1449
CE. Attended by mages from across the world, the Craftmasons attack the tribunal, but they fail. This
serves to unite the nascent groups and they agree to build Horizon for a Grand Convocation of all
Awakened. Fors College Mercuris relocated to Mus, hidden moon of Mercury.

The Grand Convocation


The meeting to create the traditions lasts nine years in the Umbral realm of Horizon, mostly due the
difficulties of creating a united paradigm and codifying the Spheres. A team of Hermetics lead by
Masters Porthos and Baldric craft the model of Spheres used to this day. After fierce debate, a
compromise emerges wherein each Tradition claims authority over one Sphere. In 1466 CE on the
Summer Solstice, the gathering officially founds the Council, and the first group of mages drawn from all
nine Traditions begins travelling the world. In 1470 CE the March of the Nine ends in betrayal and Heylel
Teomim Thoabath bani Solificati undergoes destruction of body and Avatar as punishment. The Solificati
disband and remnants join House Ex Miscellanea.
The Dwindling
In 1482 CE, Council Master Paracelsus expands the spread and influence of universities, but the Order of
Reason subverts them all. As a result, Doissetep blames the Council and relations slowly sour across
generations.
Between 1509-1535 CE Johannes Faust boasts far and wide about his alchemical skills, even though he
barely graduates into House Tytalus. He never gains much power so turns to infernalism which he also
fails at and dies badly. The Order of Reason spreads this story among the Sleepers, turning them even
further against traditional magick.
Between 1527-1608 CE Master John Dee bani Bonisagus foretells British Empire and becomes advisor to
Elizabeth I. Using this authority, he anchors time and space at Greenwich, creates new interest in
mathematics, helps his friend Mercator establish a world standard map, and perhaps most importantly
codifies Enochian, language of the Umbrood.
1645 CE marks an event recorded as “The Fall”. During the Battle of Naseby, Hermetic magi hired by
Charles I are caught in the open and attempt vulgar magick in a desperate attempt to survive. Paradox
consumes them all, resulting in the destruction of two houses. Paradox becomes an undeniable threat
to Hermetic practice. From this point to the 1800s many Hermetics retreat to sanctuaries safe from
Paradox and try to solve this new problem.
Between 1770-1789 CE Alessandro Cagliostro joins the Order and helps spark the French Revolution, as
well as establishing Freemasonry.

Modern Revival
During the 1800s, Sleepers spark a renewed interest in occultism and make it fashionable among the
elite. Order Magi, including Grand Master Max Theon and Paschal Beverly Randolph take advantage of
this to inspire new interest in magick.
Between 1875-1947 Aleister Crowley, Hermetic mage, rises like a meteor and falls just as hard. In the
end he becomes Nephandi and disappears, his ultimate fate never verified.
In the 1890s the Order of Reason becomes the Technocratic Union.
In 1922, the Ahl-i-Batin leave the Council due to its apathy regarding the effects of Empire on the Middle
East. Some of these mages join Ex Miscellanea.
In 1933 House Fortunae is founded.
Near the end of WWII an alliance with the Technocracy results in a huge joint ritual led by Masters
Callistro and Creon of the Order taking place near Berlin which succeeds in banishing or destroying many
Nephandi archmages. After the war ends, the Alliance also ends.
Between the 1950s and late 1980s, the Order subtly influences and encourages Sleepers to create many
secret societies and pseudo-magickal cults. This, along with the rise of nuclear proliferation and a series
of futile wars across the globe, helps expose the spiritual emptiness of the Technocratic paradigm, and
many Sleepers begin to question unsustainable progress.
In the 1960s, a movement to abolish the segregation between acolytes and mages in access to public
buildings in Horizon begins, but some older mages, including from the Order, stubbornly resist. On
Earth, the Ascension war intensifies as the Pogrom begins and the Order is active on the front lines
In the 1970s, Master Malachai Ben-Yeshua bani Bonisagus disappears into the deep Umbra seeking
knowledge to traffic with spirits he believes control reality itself.

Future Fates: Endings and Beginnings


The events listed under Endings and Beginnings presume the use of the default “official”
metaplot as described in the M20 core book.

Endings and Beginnings


In the 1990s, The Ascension War reaches its zenith. The Ascension Warrior, possibly a reincarnation of
Heylel Teomim, speaks before the Council of Nine.
In November 1997, the Archmages of Doissetep attack each other openly. The entire Horizon Realm
burns and Porthos sacrifices himself to contain the explosion. He succeeds, but the shockwave travels
through every portal in the chantry. Many Horizon Realms, including Doissetep, are utterly destroyed.
The devastation disrupts the defenses of Horizon, and the Technocracy invades. Horizon falls. The Digital
Web crashes, causing all users connected at that moment to suffer a chaos dump.
In 1999 the Avatar Storm begins. Some Children of Knowledge join the Order and found House Solificati.
The 2000s see the end of an era and the birth of a new one. In January 2000, Ishaq bani Quaesitor
declares the Second Massassa War. The losses suffered are immense.
Between 2000-2010, Infernalism is revealed within House Jannissary, and the House is destroyed. House
Skopos, dedicated to quantum reality, is founded. Members of Craft Ngoma join the Order and found
House Ngoma. Kallisti of House Thig, decimated during the Second Massassa War, found House Xaos
with the remnants. The New Horizon Council defeats Jodi Blake’s minions and reunite the Traditions.
In 2002 Ishaq ibn-Thoth adds the Eighth Tenet to the Code of Hermes, the first tenet added since its
creation. The Tenet: I solemnly swear to vigorously and actively pursue the Enemies of Ascension and to
unmake their works in this world and all others. House Veriditius regains full house status, its ranks
bolstered by those remnants of House Thig who did not join Xaos.
The future now belongs to the survivors. The ancient phoenix falls, but from the flames, a new phoenix
rises. The young now find themselves moving the Order forward. The war for Ascension is far from over.

Current Events
A tidal wave of change has washed over the Order of Hermes, resulting in much loss. But not all the loss
is mourned. With the fall of the old guard, so too have fallen many of the old ways. As any Hermetic will
tell you, an Order mage does not manifest change. They become change. And change the Order must.
The Code of Hermes and Peripheral Corrigenda remain the bedrock of the Order, and an examination of
its tenets are key in helping guide the magi of today’s Order into tomorrow.
I swear everlasting loyalty to the Order and its members. The Order's enemies and friends are my
enemies and friends, and I shall not spurn a friend nor succor an enemy.
The Order possesses a long-held reputation for its vicious political infighting, which bears responsibility
for many of its catastrophes. Despite many who still believe Initiates gain strength from learning and
adapting to politics and favor mongering, an attitude of cooperation currently flourishes within the
Order. Younger members perfect their art instead of wasting time on political intrigue. When the Houses
work together, the Order becomes stronger, and that strength is necessary to reach Pymander.
I shall not through action or inaction endanger the Order, nor consort with devils or undead, nor anger
the fae.
The second Massassa war devastated the Order and left too many Houses in ruins. Ever since House
Tremere’s betrayal, the Order swears to never rest until every last Tremere vampire is ash. Ostensibly
this vow exists to right an ancient wrong and nothing more, but things are rarely so simple. The Second
Massassa War was less about purging an evil and more about plundering Tremere chantries for lore to
help combat the Avatar Storm. The end result was little knowledge gained, many good mages lost, and
House Tytalus corrupted by ghouled magi. The Order must walk a fine line of deciding how important
the destruction of the Tremere is and how far to go to achieve it, to avoid repeating the mistakes of the
past.
As the self-proclaimed maestros of summoning Umbrood, infernal temptation has always been, and
remains, a salient danger to the Order. Throughout its history mages of the Order have fallen to
infernalism and worse. Mages of the Order would be wise to make special effort to learn from
prominent falls such as Faust and Crowley. Many of these infernal entities have spent ages mastering
guile, subterfuge and cunning. Haughty mages assume corruption is easy to identify and avoid, and
these attitudes allow the insidious infection of infernalism to spread. The Order is infamous for its
hubris. The fall of House Jannissary stands as a prominent example of this.
I shall not deprive any Order mage of magickal power nor through action or inaction attempt to bring
harm to an Order mage, except in justly declared and open certamen.
If the Order wishes to survive, let alone have any chance at winning the Ascension War, it must keep this
tenet prominently in mind. The lessons of Doissetep must be learned and learned well. For centuries,
the Masters and Archmasters there schemed against each other, thwarted each other, and otherwise
completely ignored this tenet until nothing remained between them except resentment and seething
hatred. When things finally came to a head, the Conflagration tore the realm apart and devastated many
other realms.
I shall not spy by any means or manners upon another Order mage’s private works, nor read an Order
mage’s mind, nor invade or observe another Order mage’s sanctum, save to guard against a clear,
direct, forceful, and imminent threat to the safety of the Order.
Once upon a time, the Order of Hermes had their own secret police. As the sleeping world should have
taught, this resulted in nothing good. The Order gave far too much power and far too little oversight to
House Jannissary, and corruption inevitably followed. Abuses occurred, innocents suffered, and the
House itself fell to infernalism. The Order’s magi must learn to trust and respect each other and to curb
the excessive disregard of this tenet exercised by so many in the past.
If called before a Tribunal, I shall abide by its verdicts. If called to sit on a Tribunal, I shall vote wisely,
respect the vote of others, and support the Tribunal’s verdicts.
Since the founding of the Order, House Quaesitor stands as its legal bedrock. One of the few remaining
Hermetic Archmagi, Ishaq ibn-Thoth, controls the House. Being an unflagging cornerstone of the Order
and having as their Primus an Archmagus, many Hermetics look to them as an example of how to move
forward. Whether or not they can live up to these high ideals and expectations remains to be seen, as
they have traditionally shunned the responsibilities of leadership to maintain the perception of
neutrality as the judges of the Order.
Upon reaching the fifth degree or higher, I shall train apprentices and instruct them in this Code. I
bear the entire responsibility for my apprentices and shall duly admonish, restrain, discipline, or
arrest an apprentice who endangers the Order, and shall yield same apprentice to the Order's lawfully
appointed agent or Tribunal.
Traditionally, neophytes of the Order must run a gauntlet of demanding and exhausting tasks. An initiate
is expected to master several languages and memorize not only the Code of Hermes and Peripheral
Corrigenda, but also commit the infamous Hornbook to memory. Succeeding at all of this merely means
being worthy to become an Apprentice. At this stage you serve under a mentor and a grueling years long
apprenticeship begins. At the end, the apprentice is set on a dangerous task, often to directly interfere
with the Technocracy. If successful, they earn the right to challenge for recognition as a full Magus. This
challenge can, and often times has, resulted in the death of the apprentice. Many apprentices become
mere tools for political favor or are assigned frivolous tasks for which they are not prepared. The new
generation of mentors often eschew these practices, believing the road forward need not include the
Machiavellian intrigue of the past. The rigorous training remains true, but new modern ways to teach
both force and Forces are replacing the churn of apprentices experienced by the Order in the past.
I solemnly swear to pursue the Enemies of Ascension vigorously and actively and to unmake their
works in this world and all others.
Rumors abound of the Technocracy changing from within and attempting to alter many of its previous
methods and pogroms. Much like the Order itself, many of the old guard Technocrats are gone.
Unfortunately, this is unlikely to change the minds of many Hermetics when it comes to deciding the
Order’s stance regarding the Technocracy. Ask most Hermetics their opinion and they’ll respond, “In the
end, it’s either us or them.” To alter the collision course of these two archnemeses requires a vast
amount of effort and change. To the Order, the Ascension War only ends with the fall of the
Technocracy.
I solemnly swear to uphold this sacred Code of Hermes and venture any risk or sacrifice to protect it.
Should I breach it, may all mages of the Order rise as one united and hunt me down and destroy me
forevermore
Thus, is the final tenet of the Code, and thus does every Hermetic passionately believe. Only by working
together, not against each other, by embracing the change they claim to be, only by risking much can
the Order succeed in reaching the City of Pymander and guiding the world to Ascension.

Notable Personalities
In this new dawn for the Order of Hermes, most of the old guard is gone, and fresh blood rises to face
the challenges of the Order moving into the future. As such, it seems judicious to focus not on stodgy
old wizards, but instead to focus on those who lead the Order into a new era.

Master Iyeoka Sophia bani Shaea


Master Iyeoka stands as a luminous representation of the new face of the Order. Her quest for truth
beyond appearances reflects the eternal search of Hermetic Masters regardless of the age. As a Master
of a House dedicated to carefully recording and keeping secrets, Iyeoka knows many things she chooses
to remain silent about until the time is right. Canny and astute, it's a safe bet she chooses wisely,
especially considering one of her many secrets would reveal a certain (in)famous Archmaster and former
Deacon Primus of Doissetep may not be entirely gone from this realm…

Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma (Regal) 4, Manipulation 2,


Appearance 3, Perception (Astute) 5, Intelligence (Keen-Edged Mind) 4, Wits
(Cunning) 4
Abilities: Alertness 4, Academics 3, Art 1, Athletics 3, Awareness 4, Crafts 2,
Cosmology 3, Empathy 2, Enigmas 4, Enochian (Binding Oaths) 4 (p. XX), Esoterica
3, Etiquette 3, Expression 3, Intimidation 3, Investigation 2, Kenjutsu (Practical
Dueling) 4 (Book of Secrets p. 24), Law 2, Martial Arts 2, Meditation 3, Occult
(Mystic Lore) 4, Politics 2, Science 1, Stealth 2, Subterfuge 1, Survival 2,
Technology 1, Umbrood Protocols 3 (p. XX)
Arete: 6
Spheres: Correspondence 3, Entropy 1, Forces 4, Life 3, Matter 2, Mind 3, Prime 3,
Time 2, Spirit 4
Willpower: 9
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Armor Rating: 2 (Reinforced Clothing, Mage, p. 447)
Attacks/ Powers: Iyeoka is a maestra of swordsmanship and deadly with blade in
hand. She uses her Spheres to outmaneuver any opponent in melee. She forged
her own twin blades. When forced to defend herself, she does not hesitate to
unleash fire and lightning on her enemies. She also employs many spirit allies and
those who cross her may find themselves facing down a terrifying array of
Umbrood. Martial Arts Maneuvers (Mage, p. 423-426): Counter Throw, Deflecting
Block, Soft Strike, Throw. Weapon Maneuvers (Book of Secrets, p. 106-110): Bind,
Feint, Fleche, Jab, Lightning Parry, Riposte, Slash.
Equipment: Wisdom (Main hand blade): Strength +4/L Temperance (Off hand
blade): Strength +3/L. Iyeoka can attack with each blade once per turn at full dice
pool but can only use Weapon Maneuvers with one of the attacks. Wisdom grants
Iyeoka +2 bonus dice to Deflecting Block maneuvers and Temperance grants her
+2 dice to Riposte maneuvers. Each blade ignores two points of armor.
Image: Iyeoka appears to be in her early 30s. Her hair is a voluminous rich dark
brown full of waves and curls. Her skin is a mellow deep brown with warm golden
undertones. Her high cheekbones accent a narrow chin with elegant features and
deep brown eyes flecked with an almost luminescent gold. She dresses in an
archaic style, often wearing black leggings under a crimson high-necked swallow
tailcoat with Enochian symbols stitched down the front in two vertical rows. The
sleeves are white lace, and she wears knee high black lace up boots. At all times
she maintains perfect posture and carries herself with a quiet confidence.
Roleplaying Notes: You listen as much if not more than you speak. When you do
speak, your use refined, articulate language. Your wit is as sharp as your humor is
dry. You observe everything and miss little. Finding deeper truths and hidden
meanings drives you. Your thirst for knowledge is boundless, but you also know
others look to you for guidance in this new era for the Order. You take this
responsibility seriously and it weighs on you.
Focus: Turning the Keys to Reality through High Ritual Magick with a splash of
Martial Arts. Her instruments include books, dance and movement, energy,
formulas, languages, meditation, symbols, weapons, writing and inscriptions.
Kallisti, “High Priestess” of House Xaos
From 1762 to the Second Massasa War, House Thig stood as the Order’s technomantic House. They
allied closely with House Janissary and went all in on the Second Massasa War, which resulted in the
near destruction of the House. The new Primus Sharad Osei convinced House Veriditius to let the
remnants of Thig merge with them. Not all members of Thig agreed with this choice however, including
Osei’s star pupil Virginia Chapel bani Thig. She gathered all the remaining Thig mages who refused to
join Veriditius and formed House Xaos within Ex Miscellanea. Discarding her old Craft Name, she
announced she was “reborn through Eris’ kiss” and took the name Kallisti.
It's rumored Kallisti’s Avatar directly possesses her from time to time. If true, this blurring of the line
between body and spirit would mean she may be closer to Ascension than any known living mage. With
an undeniably enigmatic and confounding aura, it seems as if even she may not fully understand her
own self. She exists as a potent force in both her house and the Order as a whole.

Attributes: Strength 2, Dexterity 3, Stamina 3, Charisma (Bold) 5, Manipulation


(True Believer) 4, Appearance (Captivating) 4, Perception (Intuitive) 4, Intelligence
3, Wits (Fox-Witted) 4
Abilities: Abilities: Alertness 1, Academics 3, Art 1, Athletics 1, Awareness (Mystic
Instincts) 4, Crafts 2, Computer 3, Cosmology 3, Empathy 1, Enigmas (Codes and
Ciphers) 4, Enochian 3 (p. XX), Esoterica 2, Expression (Motivational Speaking) 4,
Firearms 1, Intimidation 3, Investigation 2, Medicine 2, Meditation 3, Melee 2,
Occult 3, Politics 2, Science 3, Streetwise 3, Stealth 2, Subterfuge 2, Technology 3,
Umbrood Protocols 2 (p. XX)
Arete: 5
Spheres: Correspondence 2, Entropy 4, Forces 2, Life 3, Mind 4, Prime 2, Time 2,
Spirit 3
Willpower: 7
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Armor Rating: 0
Attacks/ Powers: If backed into a corner, Kallisti sends entropy into the
environment around her foes and messes with their heads to create confusion,
hallucinations, and chaos. If able to engage an enemy on her terms, she uses her
skills with tech to wield information as a weapon to destroy both the plans and
reputation of the unfortunate targets, as well as introducing chaos into their lives
in as many ways as she can imagine.
Equipment: She keeps a handy variety of lesser talismans on her person in the
form of jewelry, and always keeps a knife or three handy.
Image: Kallisti appears to be in her mid to late 20s, but is at least in her 40s by
now, if not older. Her features are alluring with wavy long black hair and a dusky
olive complexion, likely of Mediterranean origin. She wears an excessive number
of rings, necklaces, bracelets, bangles, and the like. Her clothing tastes change
with her mood from day to day and sometimes moment to moment. She has a
large 23 inside a pentacle minus the circle tattooed on her left shoulder, and a
golden apple with “Kallisti” written on it in classical Greek on the small of her
back.
Roleplaying Notes: You’re fairly sure you are what you claim to be. Fairly sure.
Thinking about it too much just makes it more confusing. Best not to dwell. Being
exceptionally good at convincing people of things, maybe you’ve simply convinced
yourself so well it’s true now. Either way, doesn’t matter. Some days you’re
Kallisti, 23rd chosen High Priestess of Eris, and some days you’re Eris.
Focus: Everything is Chaos which Kallisti guides and rides through High Ritual
Magick combined with Reality Hacking. Her common instruments include circles
and designs, computer gear, cups and vessels, devices and machines, energy,
languages, mass media, numbers and numerology, symbols, thought-forms, tricks
and illusions, true names, writings, inscriptions, and runes, body modification, and
internet activity.
Master Zagadka Vandamal bani Criamon
Zagadka is a puzzle wrapped in an enigma, the norm for members of their House. If asked about their
past, Zagadka spins a new tale each time. Every interaction with Zagadka is more than it seems, full of
hidden meaning and riddles Zagadka weaves into their actions and words to help guide the person with
whom they are interacting. An expert diviner and reader of auras. Any new enigma they find consumes
and delights them.

Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 3, Manipulation (Guile) 5,


Appearance 3, Perception (Intuitive) 5, Intelligence (Bright) 4, Wits (Fox-Witted) 6
Abilities: Alertness (Instincts) 5, Academics 2, Art 3, Athletics 1, Awareness
(Auras) 4, Crafts (Design) 4, Computer 2, Cosmology (Omens) 4, Drive 1, Empathy
4, Enigmas 5, Enochian 4 (p. XX), Esoterica 3, Expression (Shut-Downs) 4,
Investigation 3, Law 2, Medicine 2, Meditation 2, Occult (Chaos Magic) 4, Politics
2, Science 2, Streetwise 2, Subterfuge 5, Survival 1, Technology 1, Umbrood
Protocols 3 (p. XX)
Arete: 6
Spheres: Correspondence 4, Entropy 1, Forces 2, Life 4, Matter 1, Mind 3, Prime 2,
Time 4, Spirit 3
Willpower: 7
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Armor Rating: 0
Attacks/ Powers: Zagadka prefers not to fight but if forced, they utilize Time,
Correspondence and Mind to befuddle their foes so much they easily can
overpower them or escape. They are not afraid to risk Paradox to restart
confrontations until they get an outcome they like. They have experienced many
Quiets as a result of this.
Equipment: Zagadka always seems to have exactly what they need on hand for
any given situation, but never carries anything in particular.
Image: Zagadka is gender-fluid and presents differently on different days. In fact,
their entire appearance presents differently on different days. All physical
features of Zagadka are variable except their unique eyes. Their eyes are always a
deep rich violet with an outer silver ring and a mischievous twinkle. As for dress,
their outfits seem random but never are. They always have some hidden meaning
for the onlooker to discern.
Roleplaying Notes: You live for riddles. Whether it’s solving them, creating them,
or sharing them, enigmas and puzzles are your Truth. Your words and actions
always have double or triple meanings. You don’t talk like a certain comic book
villain, but your words always carry hidden messages. You love to laugh and make
others laugh.
Focus: They believe All the World’s a Stage and they take full advantage of this
through Bardism. Their favored instruments are artwork, dances and movement,
eye contact, fashion, music, tricks and illusions, voice and vocalizations

Paradigm
As mentioned previously, a Hermetic mage does not manifest change, they become change, and their
paradigm reflects this belief. Using arcane ritual and enigmatic formulae which they master with years
of study and practice, a Hermetic commands the fundamental forces of the universe to bend to their
will.
The M20 core book details core paradigms and practices used by the order and the Book of Secrets
details how focus works step by step in Chapter Three.
The Order commonly utilizes the expanded paradigms (Book of Secrets, p. 198-203) Ancient Wisdom is
the Key, Transcend your Limits, and We are All God(s) in Disguise as well as the expanded practices
Elementalism and God-Bonding.
The below details how an Order mage might approach each Sphere of magick, along with a look at some
unique facets of Hermetic practice including Hermetic Naming and two secondary knowledges
Hermetics use as foci to aid in their workings.

Ars Conligationis (Correspondence)


Common Instruments: Geometric patterns, shewstones, Enochian characters, illustrations of the
Sephirot, doorways or passages, sheathing a weapon or otherwise inserting one object into another,
invocations of Raziel.

Ars Fortunae (Entropy)


Common Instruments: Numerology, caustic substances, sigils, or numbers set into rigidly ordered
patterns or deliberate chaos, rust or other physical evidence of degradation or decay.

Ars Virium (Forces)


Common Instruments: Swords or daggers, iron, fire, smoke, magnets, pentacles, invocations of Gabriel
or Michael, light.

Ars Vitae (Life)


Common Instruments: Ankh, incense, chalice or cup, pure water, staff or wand of green wood,
pentacles, invocations of Emmanuel or Raphael.

Ars Materiae (Matter)


Common Instruments: Unfinished earthly materials (ores, clays, or gemstones, for example), hammer or
chisel, metallic rod.

Ars Mentis (Mind)


Common Instruments: Unbroken circles (often rings or crowns), the Hebrew characters for Kether,
swords or other edged thrusting weapons, the use of True Names, mirrors.

Ars Potentiae (Prime)


Common Instruments: Sweetest honey or nectar, alchemically purified gold, the Tetragrammaton,
brilliant sunlight.

Ars Spirituum (Spirit)


Common Instruments: Enochian glyphs, Names of angels or other astral beings, Seal of Solomon, smoke
or mist, black mirrors, circles of binding or warding.

Ars Temporis (Time)


Common Instruments: Star charts, astrolabe, sand or dust, heirlooms or other aged objects, scrying
pool, trance states, diamond

Additional Secondary Abilities


These Knowledges are integral to the practices of the Order of Hermes.

Enochian
Enochian represents the Hermetic’s understanding of the tongue of the Umbrood entities frequently
encountered by Order mages. More than words, it also demonstrates the mage’s understanding of the
mystic and psychological implications of sounds used to interact with these Umbrood. Unless the
Storyteller decides otherwise, the mage can’t use more dots of any social Talent than they have dots in
Enochian when interacting with Umbrood, and dots in Enochian cannot exceed the mage’s Arete.
• Student: Very basic phrases and some words of power.
•• College: Express basic thoughts and ideas.
••• Masters: Basic understanding of the mystical and psychological implications of the tongue.
•••• Doctorate: Fluent in the tongue.
••••• Scholar: Able to speak like an Umbrood native.
Specialties: Binding Oaths, Commands, Guile, Bargains
Umbrood Protocols
This Knowledge represents the Order’s aloof approach to summoning. Unlike etiquette, this measures
the mage’s understanding of rote formulas used in a standardized format to forge pacts with Umbrood
entities.
• Student: Enough knowledge to get in trouble making deals.
•• College: Able to forge pacts with minor entities.
••• Masters: Comfortable dealing with greater Umbrood.
•••• Doctorate: Able to make effective pacts with powerful entities.
••••• Scholar: Able to work favorable deals with all but the most esoteric and bizarre Umbrood.
Specialties: Comprehending Concepts, Elementals, Forging Pacts, Reading Intent

The Naming of a Hermetic Mage


Order mages take their names very seriously. An Order mage employs a Craft or Shadow name (used
when interacting with the world), and a True name (known only by the mage and their mentor). Craft
and Shadow names serve two purposes. First, it allows the mage to define their own nature instead of
being defined by someone else who chose their previous name for them. Second, it protects the mage
from their enemies, as well as protecting those in their Sleeper life.
The Craft Name is the mage’s chosen name for themself, normally passable as a regular name. They
tend to be graceful and distinguished, rarely using common convention.
The Shadow Name is the mage’s Craft Name, with the mage’s given name inserted between the first and
middle or last names of the Craft Name, succeeded by a list of their accomplishments in enigmatic
fashion. The number of honorifics attached to their Shadow Name often reveals the level of hubris of
the mage.
The True Name defines the core of the mage. It uses the entirety of the Shadow Name, followed by the
words “In Caligine Abditus” (or “In Darkness Hidden”) and 10 syllables (which are not real words). The
True Name is the aggregate of the mage’s Awakened being. It reveals the entirety of the mage’s
essence.

An Example of Hermetic Naming


Birth Name: Sarah Katherine Miller
Craft Name: Rhys Ever Hargrave, bani Xaos
Shadow Name: Gabriel Sarah Katherine Ever Miller Hargrave, bani Xaos, Blackbird the
Cailleach, Dirge of the Winter Court, Protector of the Vega, Trickster Extraordinaire
True Name: Gabriel Sarah Katherine Ever Miller Hargrave, bani Xaos, Blackbird the
Cailleach, Dirge of the Winter Court, Protector of the Vega, Trickster Extraordinaire; In
Caligine Abditus, Larmo Giltrep Vestruvoom Neelet Lur

If any other mage knows the Hermetic’s true name, that mage can target the Hermetic with magical
Effects at a −2 Difficulty or apply a similar modifier to rolls to counter the Hermetic’s magics.
Additionally, the Hermetic is treated as “body sample” for Correspondence range at all times.
The payoff for the Order mage shows itself when the mage becomes the target of long ranged magics by
a mage who does not know the Hermetic’s True Name. Without it, the Order mage is treated as “no
connection” on the Correspondence table regardless of actual distance. Secondly, the Hermetic
subtracts their Arete rating from successes rolled by the attacking mage to pierce the Hermetic’s wards.
Most Hermetics defend their true names in their own minds with elaborate tricks and traps for any
would be invader. To even attempt to pry it from the mind of the Hermetic requires both an
understanding and acceptance of the power of True Names, and Mind 4, along with successes equal to
the Hermetic’s Arete as a base Difficulty before any of the aforementioned tricks and traps.

Hermetic Wonders
The Order’s libraries overflow with tales of wonders, legendary to uncelebrated. From pendants
commonly used by apprentices to blades forged by Merlin, the Order’s history does not lack for
magnificent Wonders. Below are new wonders of value to modern Hermetics.

••• Imphepho Wierook


Arete N/A, Quintessence 15, Background Cost 3 pts.
Imphepho Wierook is a ritually prepared incense used by Muti of South Africa. When lit it emits a thick
fragrant smoke which smells of camphor and fenugreek. A single bundle of this herb prepared ritually by
an Awakened mage allows for several uses before burning up. Each hour burned consumes one point of
the Imphepho’ s Quintessence. Once all points are exhausted, no incense remains. Introduced to the
Order by Sangomas of House Ngoma and used by both the House and members of the Craft, Imphepho
possesses a variety of ritual uses including protection against evil entities and negative energy,
divination, summoning, and communing with spirits.
System: When used as part of an attempt to summon or commune with Umbrood, burning the incense
creates three effects. First it lowers the gauntlet rating of the area the summoning takes place in by one
rank; second it allows everyone present to be able to see the spirits involved in the ritual within the
smoke, and third it grants the main caster −2 Difficulty to all dice rolls used to interact with the
Umbrood for the duration of the ritual.
When used as part of an attempt to protect against hostile Umbrood, burning the incense wards an area
up to 500 square feet, forcing hostile spirits to add +2 to the Difficulty of any rolls made to use Charms
or sphere magic as well as removing 1 die from all Rage damage pools available to the Umbrood.

••••• Waidan Ding


Arete N/A, Quintessence 10, Background Cost 5 pts.
Traditionally, a ding is a three-legged alchemical cauldron used in the practice of Taoist ritual magic.
Used for Waidan, or “outer alchemy” these cauldrons, normally created by mages of House Hong Lei or
created by Wu Lung mages, assist in achieving both the exoteric purpose of Taoist sorcery, achieving
harmony, and the esoteric purpose, achieving control. These cauldrons can be used as a tool for any
Waidan based practice by the mage in addition to the use below.
System: The Cauldron begins with 10 points of quintessence and once consumed the mage must
recharge the ding with more quintessence. Each use of the cauldron consumes one point of
quintessence. The cauldron activates by placing quicksilver inside of it and heating it with a coal-based
fire for one hour. During this time, the cauldron supplies the mage with both harmony and control. The
mage must meditate in front of the cauldron for the entire hour. At the end of the hour, the mage rolls
Arete Difficulty 5 and regains spent Willpower equal to successes tallied on the Arete roll, up to their
normal maximum. If already full, the mage gains one point of temporary Willpower above their normal
maximum useable as normal. If the mage fails the roll, they gain no Willpower, but the cauldron uses no
quintessence. If the roll is botched, the mage gains no Willpower, and the cauldron spends one
quintessence as normal.

•• Game of Senet
Arete N/A, Quintessence N/A, Background cost 2 pts.
In Egypt, board games were a favorite indulgence and Senet was one of the most popular. This game is
played on carved and inlayed boards and consists of two players. Turns are determined by using throw
sticks or knucklebones and the goal is to have all of the player’s pieces “escape” the board before the
other player. In Ancient Egypt, the winner was considered blessed with good fortune. These particular
senet boards come with the board, the playing pieces, the knucklebone “die” and throwing sticks. They
come to the Order from House Shaea and if two Awakened mages play Senet with these specific game
sets, they find themselves blessed with good fortune.
System: In order to activate the effect, two Awakened mages must play a full game of Senet. During the
game, both players roll Arete at Difficulty 6. If either player has dots in a gaming or strategy Ability, the
Storyteller may allow the player to reduce the Difficulty of the roll by one per dot in the Ability to a
minimum of three. The mage with the highest successes receives a −2 Difficulty modifier to all Talent
and Skill rolls until the next dawn. Each playthrough takes 30 minutes and requires a safe and relaxed
place to play. A mage can only benefit from this bonus once and must wait until the next dawn to gain
the bonus again. A mage may not “forfeit” to allow another mage to win, the players must complete a
full game each time.

Unlikely Allies
The Order of Hermes does not have a stellar record when it comes to cooperation. Partly due to unwise
choices made in their past and partly due to changing slowly, the Order has much work ahead to repair
relations and make reparations for its troubled past.

The Disparate Alliance


One of the earliest recorded illustrations of the Order’s failure at cooperation transpired during the
Convocation to form the Council of Nine Mystic Traditions in the 1400s. The Order refused to allow the
Ngoma or Wu Lung into their ranks, thinking there was no gain from allowing “savages and primitives”
into their fledgling alliance. Later, the Order profited greatly from colonialism, causing problems with
the Dreamspeakers and Verbena. The Order thought the path to winning Ascension was to influence the
nobility and elite to embrace occultism during the Victorian age, but in the end, they only managed to
strengthen the Technocracy.
When Hermetic Masters began to seclude themselves from earth as the Technocracy strengthened their
grip on reality, those same Masters encouraged the Order’s emissary to Horizon to be openly
discourteous and disrespectful to the Ahl-i-Batin and the Verbena, marginalizing the Order’s influence
on Council politics.
In WWII, the Order supported the Axis at first, thinking the mystical influence on its members was a way
to fight back against Technocractic influence. It would be late in the war when they realized their folly
and joined the Allies, even working with the Technocracy long enough to unseat the Nephandi from
their power base.
The Order later admitted the Long Hei and the Ngoma into their ranks, but even these overtures have
reeking undertones of white savior complex, as well as an easy way to shore up membership. It should
be unsurprising to discover the motivations behind these admittances are met with scrutiny and
sideways glances.
Perhaps thankfully, much of the old guard is gone. In the wake of the Conflagration, those who remain
have the chance to steer the Order away from repeating past mistakes. Even though many of the
perpetrators are gone, the things they did should not be ignored. The Order must learn from these
mistakes so as not to repeat them in the future and must endeavor to rectify and undo what they can
for those unduly affected by those past choices.
The Ngoma Craft mages don’t begrudge their wayward kin in the Order, but no love is lost for the Order
as a whole. Ngoma Craft mages see the Order as usurping their craft while trying to be white saviors. If
the Order as a whole accepts House Ngoma as equal in all ways to any other House, and works to learn
from House Ngoma, it may be possible to bridge the gap between themselves and the Craft. As allies,
the ritual magick possible together could shake the world.
As for Hong Lei, the same level of acceptance and willingness to make up for past failures must occur to
strengthen these internal Order ties. Once accomplished, much work remains to strengthen ties
between the Wu Lung and the Hong Lei. Should they accomplish this, again as with the Ngoma Craft, the
ritual magick possible together would be astounding.
When it comes to the Solificati Craft, things become even more difficult. Those within Craft Solificati
generally consider the members of House Solificati weak-willed at best, and actively traitorous at worst.
When things became tough, so say those of Craft Solificati, those of House Solificati ran and hid. If there
was any path forward, it would most likely be through House Shaea and House Hong Lei, finding
common ground with their passion for Alchemy.
Stories involving cooperation between Ngoma Craft mages and House Ngoma could include banding
together to combat Technocratic operations in the African continent, especially strip mining and
destroying natural resources to fuel technology. House Fortunae could spearhead an effort to force
economic change, battling the Syndicate directly in one of its most lucrative territories. As the combat
arm of the Traditions, the Order could lend aid to Craft Ngoma with fighting back against violent
evildoers. Much ancient magickal knowledge exists in Africa. Entire chronicles could revolve around
seeking for and unearthing such knowledge, with the aid of Craft Ngoma.
Stories involving cooperation between the Order and the Wu Lung could involve combating organized
crime in China, along with battling hate, not only between Asia and the rest of the world, but also within
Asia itself. Ancient Taoist magick secrets remain hidden in remote places, and the Technocracy
undoubtedly damaged or destroyed many sacred places and ancient wards. Who knows what kinds of
terrifying Incarna held back by ancient wards may now become free?

The Technocracy
When the Technocracy is present, most Order mages shoot first and talk never. This attitude, and the
violent history between the Technocracy and the Order spawning it, makes any lasting peace absurdly
difficult. But that does not mean it is utterly impossible. In the wake of the Avatar Storm and other
catastrophic events of the turn of the century, things long buried begin to rear their ugly heads.

Future Fates: Hermetic and Technocratic story hooks


The story ideas below assume the default “official” metaplot as described in Mage 20.
The Storyteller can modify the ideas presented here to fit the Future Fates being used in
their chronicle.
Regardless of what events transpired at the turn of the century and the early years of
the new century, the Technocracy would work diligently to undo any deviant Hermetic
workings they had control of, allowing for most of the below events to take place in any
Future Fate that includes both the Traditions and the Technocracy coexisting.

In the days when the Technocracy was ascendant and capturing Hermetic locations left and right, they
spared no expense to undo Hermetic workings and cleanse the deviant magic from the world. Perhaps
one of these undone workings was keeping a terrifying Incarna or Outer Void horror bound or
barricaded from Earth.
The NWO now realizes the destruction of Hermetic works during the Pogrom leaves them in a dire spot
and a temporary alliance is necessary as the Technocracy does not have the necessary tools to handle
this themselves. The Order may seem to have the upper hand to dictate terms, but how much petty
bickering is the Order willing to pursue when such a dangerous threat once again begins an incursion
into our realm?
The events of the turn of the century cost many Awakened lives on both sides. Perhaps the Order and
the NWO agree to a prisoner exchange as a result. This could lead to a larger repatriation event between
the Council and Technocracy as a whole, leading to the recovery of key lost Chantries or Umbral Realms
for the Order.
In 1190, the Order founded Fors Collegis Mercuris as a secret school for mages in Italy. In 1450, due to
assaults by the Order of Reason, the Order transported the college to Mus, the invisible moon of
Mercury. In the 1500s the Ahl-i-Batin established the City of Brass on the surface of Mercury. For over
three centuries this dominion lasted, until 1847 when the residents of the City of Brass uncovered
enemy infiltration and evacuated. Some made it to the college on the moon, but not many. A few
months later, the rotation of the planet returned to normal, and the city burned. In 1995, the
Technocracy and Nephandi both attacked the College, and the survivors fled. The Nephandi exerted
control and have held it ever since.
A temporary truce between the Council (specifically the Order in its traditional role as soldiers of the
Council), the Disparate Alliance (Specifically the Ahl-i-Batin) and the Technocracy (Specifically the Void
Engineers) could occur for the purpose of planning and executing an assault to take back Mus.
Regardless of cross faction bickering, everyone can agree 25 plus years of uninterrupted Nephandic
access is a Very Bad Thing…

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