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The Mysterium
 
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Average Rating:4.5 / 5
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The Mysterium
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The Mysterium
Publisher: White Wolf
by Megan R. [Featured Reviewer]
Date Added: 02/16/2015 13:46:22

The Mysterium is the order of mages that seeks to preserve wisdom and magical lore, sometimes by keeping it secret from those who might use it for ill or who would be themselves damaged from knowing it... and if your character decides to join this is essential reading, certainly if you have embraced the underlying concept of the game as being about individual growth and development in a world where magic is real. It opens with a compelling piece of fiction about a man who is somehow accessing secrets of magic without actually being Awakened, which sweeps the reader along in fascination.

The Introduction explains who the Mysterium are and the sort of things that they do, how they recruit and what happens to those who join up - in a word, ongoing enlightenment (Sorry, that ended up two words) - and then lays out what is in the rest of the book.

Chapter 1: A History of Wisdom traces the history of magic itself from its early beginnings, back through the ages to the days of Atlantis and forwards until the now. Of course, this is the history of magic as told by the Mysterium. Others may have different views... and even Mysterium members do not agree about everything! There is still much hidden knowledge, and finding it is a challenge that a group of Mysterium mages might well embrace. The chapter discusses how they have sought to find and preserve knowledge throughout known history, and sometimes even shared it.

Then, Chapter 2: Those Who Know talks about knowledge itself and how the way in which Mysterium mages handle it defines them as much as do their practices. There is even more magical theory here, however, showing how they operate on a day to day basis and the ideas underlying their actions. A core belief is that magic is itself alive, but of course there are many ways in which they handle it on that basis - be it ecologically (rationalising that if magic is alive, so is all of the universe), through mathematics, or by developing advanced mental powers. Knowledge, it is said, is divided into three strands: a High Path that studies magic and mages themselves along with the Supernal Realms, a Central Path that looks at the supernatural world and its denizens, and a Common Path that explores the regular arts and sciences available to everyone, mage or not. Research goes hand in hand with exploration and experimentation, Mysterium mages often infiltrating archaeological expeditions or consorting with tomb raiders in their quest to discover what has been lost over the ages. There are certain standards by which they live, however, which include never deliberately misleading another mage, the duties between master and apprentice, and a requirement for fair trading when knowledge is to be exchanged. There are plenty of ideas on how to incorporate these concepts into your game, even suggestions for complete chronicles.

Next, Chapter 3: The Ladder of Mysteries focusses on the organisation of the Mysterium and charts how one progresses through it via a series of initiations. This section is full of ritual (and funny handshakes if you want them) that can be used to mark a character's growth within the order from initial recruitment and the ceremonial surround entry into the Mysterium through to higher levels few may attain. Signs, symbols, mystical phrases abound: anyone who has studied mystery cults or belonged to one will recognise the pattern.

Chapter 4: Factions and Legacies explains how the Mysterium is not one monolithic block sharing uniform customs but instead is made up of many different groups working together (at least most of the time) towards a common cause. These factions may on the face of it be defined by their role within the order - librarian, curator, archaeologist, ritualist and so on - but if you dig deeper there is much more to it than that. History, motivations and approaches to life and to magic are discussed for each group. There are plenty of ideas here for developing a character's distinctive personality and style.

Then Chapter 5: Spells and Artifacts explores some of the magical knowledge, spells and tactics that the Mysterium shares only with those within the order. There's a lot here, from typical ritual gestures of spellcasting to (naturally) some new spells.

Finally, there's an Appendix: Allies and Antagonists which provides a selection of well-developed Mysterium NPCs which may be encounter - as friend, foe or just someone passing through - during the course of a game.

It all makes for a fascinating read but begs the question: just who ought to read it? A player with a non-Mysterium character would likely know none of this, and even a Mysterium character will grow into his knowledge as the game progresses. Yet it's not really for Storytellers alone, and even players may well play several different characters over the course of time. What it does do is give a magnificent insight into how this particular order operates and thinks, being excellent information for those who want to get into the very head of a Mysterium mage.



Rating:
[5 of 5 Stars!]
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