Category Archives: hedge wizard

I am (the) Mimir…

Mimir's Head
The Head of Mimir

“Odin took the head of Mímir, embalmed it with herbs so that it would not rot, and spoke charms over it, which gave it the power to speak to him and reveal to him secrets…”

Sounds like a particularly gruesome fate eh?

Except of course in ArM5 terms Mimir is technically a Jotun (an elder Daimon, effectively the Norse equivalent of a Titan) and Odin is the leader of the Faerie Gods of the Norse that claimed victory over the Giants in their cultural equivalent of the first Titanomachy.

Odin didn’t behead Mimir, that was due to an altercation between during the Æsir-Vanir War, but regardless of the precipitant one wonders whether this passage suggests Odin has effectively made a pact with the elder Daimon, drawing on his knowledge and advice by carrying around his head to consult when needed. After all an elder Jotun of wisdom and rune magic might have something useful to add on occasion…

Perhaps the embalming process and muttered charms Odin employs is meant as a mystical metaphor for an imprisonment similar to the other Jotun? Or Odin formed some sort of pact with Mimir – unlikely a formal Muspelli / Jotun patron relationship but perhaps something more akin to a Spirit Votary, allowing Odin as a Faerie to draw upon Mimir’s Magic Might and powers?

Variant Muspelli: Mimir as a Jotun Patron

Mark Shirley has suggested Mimir as a potential “benign” Muspelli patron in a 2015 forum thread quoted below, an idea he rejected originally for the Muspelli section of Rival Magic apparently, but the concept crops up again in the aftermath section of his Dies Irae section as a potential sponsor for vitkir and other rune magicians.

If I were to pick another benign patron I would go for Mimir.

He is Urdur’s brother and the Jotun who taught the runes to Odin. He is a patron of wisdom and magic. His gandur would be a severed head (or the carving of one), representing his fate after the Aesir-Vanir war.

There are some (obscure) sources which make him the father of the dwarfs, so the initiatory Major Flaw could be Dwarf. This would make the Etin-Mod all the more surprising! The dwarfs are the seven primal smiths of the Norse creation epic, and Mimir would be all about creative forces as well as wisdom.

Mimir‘s reasons for pursuing Ragnarok could be the same as his sister’s — it is fated. However, Mimir is concerning himself with the creation of a refuge (Hoddmimis holt) that will outlast the Twilight of the Gods, and he is responsible for building a new world once the destruction has taken place. His Muspelli would be interested in choosing who is worthy to survive.

So then Favored powers for a Muspelli of Mimir would perhaps then include Spadomur, Threads of Fate and Premonitions Virtues similar to his sister Urdur, but with say Sjonhverfing replacing Entrancement.

The proposed gandur form makes sense, although the Etin-mod of a muspelli serving Mimir may be less monstrous in appearance than most, although certainly remain Giant sized and powerful enough to inspire awe in a mundane human..

Dies Irae suggests that post the Second Titanomachy / Ragnarok, either “benign” Jotun sibling could also be appropriate as a patron for a vitkir so a Muspelli of Mimir may wish to forgo the two Major Supernatural Abilities usually granted from its patron’s allies in return for being able to use Rune Magic.

Alternatively, for a more high powered hedge magic Saga, a Muspelli could initiate into Rune Magic following their Muspelli initiation or an ambitious vitkir pledge himself fully to Mimir as a Jotun patron as a further intitiation or an advanced Mystery Script resembling Odin’s sacrifice…

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Mythic Africa Revealed!

Between Sand and Sea
Between Sand and Sea

So my contributor copies of Between Sand and Sea: Mythic Africa arrived this week in Oz, which was very exciting apart form the fact I haven’t had a chance to properly read through it yet…

It’s always great to see the interior artwork finally, there’s some really great pieces that capture the flavour of the region – as a line author we get to suggest scenes for the artists but we usually don’t see the actual pictures until the final supplement.

(My copies are often delayed compared to most due to my Antipodean residential status).

I only contributed a relatively small amount to this book admittedly compared to the other authors (the Tuareg nomads, some settuten magic concepts, a few hedge wizard and werehyena ideas, the Cyrenaica and Ahaggar areas, the mundane beasts appendix).  I’m really proud of this one as I think it indicates just how far I’ve developed as a writer with the generous help of my more experienced co-authors (particularly Timothy) and how far we’ve managed to stretch the once restraining envelope of Mythic Europe…

Enjoy!

Mythic Africa Announced!

So finally, my fourth book for ArM5 is on its way (December)! I was privileged to contribute some concepts and ideas to the latest opus crafted by Ben, Mark and Timothy.

The 2nd “Not-Tribunal Book”, Between Sand and Sea, deals with North Africa… well, everything along the southern Meditteranean littoral except Egypt actually (or as Timothy would say: “Guaranteed to Contain No Egypt at No Extra Charge!”)

Although we’re all bound by NDA, I can say that this supplement is full of great material and ideas to allow your characters to explore another exotic set of locales or create characters from the lands outside the core heartland of Mythic Europe.

If you liked the potential and possibilities of exploring beyond the boundaries of Hermetic influence presented in The Cradle and the Crescent, you’ll likely not be disappointed and find hours of inspiration and enjoyment!

Oh, the cover art is shaping up to look great too…

 

Between Sand & Sea: Mythic Africa

Everyone knows Egypt, but Egypt is just one corner of Africa. Between the sand of the Great Desert and the sea of the Mediterranean lie the great cities of Marrakesh and Fes, home to merchants, scholars, and thieves. The Atlas mountains and the plains of the Tell are home to Tuareg and Berber nomads and raiders, and the ruins of Rome and Carthage still await exploration. Not all of the inhabitants of this land are human: the Blemmyae have no heads, bearing their faces on their chests, while the Panotii have ears so large that they can fly, and the isle of monkeys tolerates nothing human on its shores. Trade caravans from all cultures cross the Great Desert, but none know what lies beyond, or where the slaves brought north come from.

Beyond the Bounds of the Order

This book provides cultural and magical details for the lands of Mythic Africa west of, but not including, Egypt. From the jnun to the dark gods of old Carthage, from the bustling cities of the Tell to the wind-haunted mountains and deserts, this is a land that will take magi away from the familiar. Whether building a new covenant outside the Tribunals, or visiting in search of magical secrets, there is something for every maga between sand and sea.

 

 

The Masques of the Coenobium (Provencal)

Lavender, a herb of ProvencalOne of the major concepts I worked on for the Arelat section of Faith and Flame was that of the allied hedge wizard herbalists of the Coenobium, the so-called “Masques of the Coenobium”.

This concept was eventually watered down to an insert of the same name, the Pralician character Lavandarius and some details on Lavender of Virtue.

Lavandula or lavender is such an iconic symbol of modern Provence that I wanted to be able to include it somehow in the Arelat section but without it being too anachronistic. This attempt lead to a whole lot of research into medieval herbalism, the reputedly magical classical properties of lavender in ancient Greek medicine and investigation into the local folk magic of Provence.

An Arabic Herbal GuidebookAs I’m a unabashed “hedge magic tragic” from way back, some sort of allied collective of subsidiary Cunning-Folk / Folk Witch style herbalists seemed a logical concept to develop further, particularly for a covenant like the Coenobium where the Jerbiton magi style themselves as living in good taste (hence the perfumes, fine pastries, sauces and spiced wine) and the Redcap contingent has need for a plethora of useful minor magical items.

I’d always considered Hermetic enchanted devices as quite powerful for Redcaps (although arguably important from a meta-game perspective) and wanted to explore the potential of Redcaps relying on hedge magic devices as it seemed more authentically medieval in flavour. More on this perhaps in a later post…

The following article collects some of this material cut from the Arelat drafts:

 

Hedge Magic Tragic

One of my somewhat more left-field topics of interest has always been hedge wizards and hedge magic – in fact, ever since I started reading and playing Ars Magica, I have always wondered about the role of the lesser magi and lesser magics in general.

De Alchemist (from Wikimedia Commons)

Yes, I’m a self-confessed hedge wizard tragic. To collate the various ideas, I’ve now added a page to link together my variant hedge magician articles here.

So far I’ve added the mazzeru of Corsica (Nightwalker), the practicos of Sardinia (Folk-Witch) and an updated ArM5 version of the ‘arraf of the Levant (Cunning-Folk). Once the Faith and Flame: the Provencal Tribunal supplement is released in the coming months, I will be posting various leftover Provencal hedge wizard ideas from my cut-files.

Mazzeri of Corsica

Animal envisioned by a mazzeru

As follow up to this previous post, I’ve drafted a page detailing expanded rules and story ideas for the mazzeri, the endemic Nightwalker tradition of Corsica.

The page includes a more detailed template of the Corsican hedge tradition as well as some suggested Mystery Virtues for exceptional mazzeru based on the legendary powers of this group.

I’ve almost completed the Mythic Corsica gazetteer article (now about 2000 words or so), which includes many of the concepts and ideas I outlined in my first post. Both articles will appear ultimately in the Mythic Genoa project section of this site.