Hermetic Reference

Note: This is a work in progress and not to be considered official, complete, or necessarily accurate. It is being compiled as a way of bringing together references relating to the function of The Order of Hermes that might be scattered across books, contradicted by books, changed by metaplot, or just unclear. The intention of this is to create a document that will become a ST sanctioned reference for how things work are being run on this game. This is mainly focused on the way in which the Order of Hermes operates.
Note: If you wish to collaborate on this, your help would be welcome, but please first speak with Luu on the MUSH.
Books
Mage: The Ascension
Note: The Order of Hermes appears briefly in numerous books, but there are a few books that are focused on them.
Order of Hermes Tradition Book pre-Revised
Note: Cite as OoH-pre
Order of Hermes Tradition Book Revised
Note: Cite as OoH-rev
Blood Treachery
Note: This had some good information in one chapter on Hermetic Praxis and some of the philosophical and political positions in The Order post-reckoning, but does not include basic structure in the same way as the Tradition Books.
Ars Magica
Note: The Order of Hermes and Tremere originally come from a separate game line called 'Ars Magica' At the time White Wolf published both game-lines and was intending to have their ties be canonical, but this is no longer the case. Over the years, there have been several editions, numerous supplements, and different publishers. While these books can be a great source for inspiration for playing a member of The Order of Hermes, one should be careful about assuming a direct correlation between Mage: The Ascension's Order of Hermes and Ars Magica's Order of Hermes.
Politics
OoH-rev p. 43-46
The Mi'as and Sa
OoH-rev p. 43
OoH-pre p. 21
The Laws of Pymander
OoH-rev p. 43-46
OoH-pre p. 27-29
The Code of Hermes
I. I swear everlasting loyalty to the Order and its members. The Order’s friends and enemies are my friends and enemies, and I shall not spurn a friend nor succor an enemy.
II. I shall not through action or inaction endanger the Order, nor consort with devils or the undead, nor anger the fae.
III. I shall not deprive any Order mage of magical power, nor through action or inaction attempt to bring harm to an Order mage, except in justly declared and open certámen.
IV. I shall not spy by any means or manner upon another Order mage’s private works, nor read an Order mage’s mind, nor invade or observe an Order mage’s Sanctum, save to guard against a clear, direct, forceful and imminent threat to the safety of the Order.
V. If called before a Tribunal, I shall abide by its verdicts. If called to sit upon a Tribunal, I shall vote wisely, respect the votes of others, and support the Tribunal’s verdicts.
VI. Upon reaching the Fifth Degree or higher, I shall train apprentices and instruct them in this Code. I bear the entire responsibility for my apprentice, 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.
VII. 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 the mages of the Order rise as one united and hunt me down and destroy me forevermore.
VIII. I solemnly swear to vigorously and actively pursue the Enemies of Ascension and to unmake their works in this world and in all others.
OoH-rev p. 45
OoH-pre p. 27
The Peripheral Corrigenda
OoH-rev p. 45
OoH-pre p. 27
The Drive to Review
OoH-rev p. 45
Hermetic Justice
OoH-rev p. 46-48
High Crimes
OoH-rev p. 46-47
OoH-pre p. 27-28
Low Crimes
OoH-rev p. 47
OoH-pre p. 28
Tribunals
OoH-rev p. 47
OoH-pre p. 27-29
Grand Tribunals
Grand Tribunals meet every three years, or more often in times or emergency. The 27 Delegates (usually the Primus and two other members of High Degree from each House) convene to enact laws and and discuss issues affecting The Order as a whole. In Grand Tribunal, the Primus of House Bonisagus (as leader of the oldest House) acts as Tribune Chancellor. Each attending Mage may propose topics for discussion.
OoH-pre p. 29
Tribunals Ordinary
Tribunals Ordinary are temporary ad hoc juries of six to twelve Tribune Mages. A Tribune is a temporary office like that of a juror. Such Tribunals convene whenever necessary weighing important matters or deciding criminal trials. For matters that affect a single House, the Tribunes comes from that House; for matters between Houses or affecting the entire Order, Tribunes are drawn from several Houses. Tribunal justice is swift, though its fairness is sometimes inextricably bound to political expediency.
The Corrigenda detail precise routines and procedures for convening a Tribunal Ordinary in every imaginal situation. Typically, but no always, a member of House Quaesitor calls and convenes the Tribunal. The Quaeistor may call any Mage (except Apprentices) to serve as a Tribune; the chosen one must serve unless prevented by illness or injury. However, members of High Degree often develop 'Tribune Fever' to avoid this dull service. Therefore, a new initiate can expect early, if not frequent calls to hear cases. Tribunals can offer a Mage insight into the Order's inner workings, as well well as valuable contacts with other Chantries and potential allies.
OoH-pre p. 28-29
Black Tribunal
This is different from the other forms of Tribunals. It is a codified name for three Quaesitor executioners carrying out a Tribunal's sentence at dawn the following day.
OoH-pre p. 28
Lawmakers
Major positions of power include:
Those serving on various Tribunals.
Members of House Quaesitor are in the unique position of having their authority extend beyond their House. Building on the harsh ancient laws of Ma'at, Quaesitors oversee the enactment and enforcement of laws within The Order. A Quaeistor presides of the Security Council and (usually) Tribunals, ruling on questions of precedent and law.
Primi lead the Houses and guide their members, wielding major political power, appointing officials within the House organization, settling disputes, and planning strategies. A Primus may expel any member from their House in effect making them an Orphan within The Order. Unhoused Mages are not criminals or in exile, but have no voting rights, and practically speaking, absolutely no political power. Unhoused Mages are rare; most either find refuge in another House, or without support, perish at the enemy's hands. Each House appoints their Primus in different ways, but they all serve for life.
OoH-pre p. 28-29
Committees
The minutae of dry administration weigh heavily on the life of the Hermetic, and are the purview of The Order's many committees, divisions, and detachments. These organizations and their functions date from the consolidation of many diverse Houses as a single Tradition; in many ways they hold the fragile unity together. Often supervised by Mages, but staffed by Sleeper associates, these committees represent a power unto themselves. They frequently require Mages to carry out tasks when called upon.
Prominent examples of these groups and their functions include:
Personnel Division's obtuse bureaucracy are encountered when rising in degree, becoming an initiate, relocating, taking an apprentice, winning an award, or committing a major felony.
Logistics Division provides supplies to Chantries.
Procurement Committee locates and acquires ancient texts for The Order of Hermes.
Various ad-hoc detachments are formed to investigate magickal phenomenon across the world.
As well as vital functions that fall to various Houses.
OoH-pre p. 29
Certamen
The Order developed the rules of Certamen, a ritualized arcane duel, as a method of settling certain disputes between two Mages.
Certamen within The Order is highly ritualized, with observers, judges, and a clearly defined arena. Duelists engage in a set form of challenge, response, the stating of limits on allowable magick, use of Quintessence, stakes of the match, and other constraints. Surprise attacks are dishonorable, but may occur anyway.
The Order strictly enforces the agreed upon limits in a contest. Brutal opponents are often censured or re-challenged by a stronger compatriot. The most admirable duelists best their opponents through creative and subtle "soft" magicks, or defeat rivals through guile and knowledge of their opponents' weaknesses. Crass displays of power, while effective barriers to repeat business, indicate a lack of grace and imagination.
OoH-pre p. 25
Awards
Those demonstrating political savvy, high scholarship, or service to the Order are generally recognized through awards.
Successfully navigating the mi'as while pursuing the virtues of The Order through friendships and alliances become the mover and shakers within Chantries, Houses, or The Order itself. They may be rewarded with representing their peers at the Grand Tribunal, where they help determine policy for the Tradition as a whole.
Theoreticians and scholars are greater respected in the Order than in any other Tradition; their opinions sought their learning revered. They might receive rewards such as: superior lab equipment, space and research materials, as well as bright apprentices and consors. The finest thinkers are immortalized on The Order's White Roster of Celebrants.
More active members earning prestige through service, such as: rescue missions, diplomatic successes, Umbral discoveries, as well telling strikes against the enemy. They might receive rewards such as: good quarters in the Chantry, promising apprentices, or appointments to office.
Each of these path holds one ultimate prize: access to esoteric knowledge. Every Hermetic Mage no matter how trapped by the mi'as, shares the supreme desire to understand. By understanding the Tellurian we see how to work our Will; by understanding how to work our Will, we w progress towards the ultimate goal of spiritual perfection.
OoH-pre p. 26
Rank and Privilege
OoH-rev p. 37-43
OoH-pre p. 21-24
OoH-pre p. 58
The Apprentice
OoH-rev p. 37-41
OoH-pre p. 20-23
Although time apprenticeship varies by House and mentor, most apprenticeships last two to six years.
OoH-pre p. 58
Recruitment
OoH-rev p. 38
OoH-pre p. 20-21
The First Degree: Neophyte
OoH-rev p. 38-39
OoH-pre p. 21
Instruction in mundane languages and basic facts about the Ascension War; development of discipline and faith in the teaching.
OoH-pre p. 58
The Second Degree: Zelator
OoH-rev p. 39-40
OoH-pre p. 21-22
History of the Order; early study of Enochian; mastery goetia (minor Hedge Magic spells.)
OoH-pre p. 58
Antinomian Praxis
OoH-rev p. 40
OoH-pre p. 21-22
Missions
OoH-pre p. 22
Hedge Magic
OoH-rev p. 39
OoH-pre p. 57-58
The Third Degree: Practicus
OoH-rev p. 40-41
OoH-pre p. 22-23
Advanced study of Enochian; analysis of Quintessence and Paradox; mastery of theurgia (advanced Hedge Magic); basic instruction in one or more Spheres. At this Degree, and apprentices conceives their Word, which marks out their Path to understanding.
Word
A single personal 'Word' that represents the Hermetic, chosen at the beginning of the Third Degree. This is immensely important, and a deep focus on one's Word is a huge part of this Degree, and the Awakened life that follows.
OoH-rev p. 40-41
OoH-pre p. 22
The Hermetic Awakening
OoH-rev p. 41
OoH-pre p. 20
Failure
To the Order of Hermes, being Awakened is not a special strength; it is a basic human obligation. Being a Sleeper is a profound spiritual flaw, born of weakness, ignorance and fear. So much the worse is one who is shown the first steps of the Path of Gold and then falls short of seizing that birthright.
OoH-rev p. 41
Awakened Initiate
OoH-rev p. 41-42
Initiation
OoH-pre p. 22-23
Tribunal of Initiation
OoH-pre p. 22-23
Declaration
The master declares that the apprentice has accomplished the studies set before them and has passed their initiation trial. They may offer praise for the student's behavior, scholarship, and accomplishments -- usually for the first time in their relationship!
OoH-pre p. 23
Oath
The Quaesitor requires the apprentice to recite the Code of Hermes, then to swear they will uphold that Code.
OoH-pre p. 23
Naming
OoH-rev p. 69
OoH-pre p. 59
OoH-pre p. 23
Sigil
The initiate's former mentor presents the new mage with a sigil that symbolizes their membership in The Order, usually a wand. The sigil bears arcane symbols that identify the Mage's House and specialties, if any. In essence the sigil becomes a symbol of the Mage themself, representing their vote in council. In centuries past, the Mage would lend their sigils as proxy votes, but that practice was subject to abuse and has fallen out of favor.
OoH-pre p. 23
Declaration of Vector
First added in the initiation rite in the 1860s, this optional stage requires the new Disciple to declare the guise they will weari inthe Sleeping world -- including her job lifestyle residence and Word. Although their vector may change over time as their interests broaden or narrow, this declaration sets the mage a goal of their own choosing -- a gesture of independence after spending so long at the feet of another.
One initiated the Premie (an ancient term for the new Disciple) becomes a full member of the Order free to join a Cabal or a Chantry and make their won way to the higher degrees.
Apprentices, even those who were never close to their mentors, always owe their teacher and irreparable debt. While many render gratitude through alliance favor, it is the student's reputation and deeds that form the real payment for the mentor's instructions. Through the pupil's deeds, the mentor enhances -- or besmirches -- his own reputation. Apprentices reading this are advised to remember their acts shine or shadow their teacher's own. And believe me, few mischiefs are worth and angry mentor.
OoH-pre p. 23
The Fourth Degree: Initiate
OoH-rev p. 42
Rank One in Ars Essentiae. The leader of the Mage's Chantry judges her Rank within narrow guidelines formally established by the Personnel Division.
OoH-pre p. 58
Sancta
OoH-pre p. 24-25
The Fifth Degree: Initiate Exemptus
OoH-rev p. 42
Rank Two in any Sphere. An initiate can usually reach this Degree within a year, sometimes much less.
OoH-pre p. 58
Taking Apprentices
OoH-pre p. 24
The Sixth Degree: Adept
OoH-rev p. 42
Rank Three in any Sphere at least Rank One in another. Achievement of this Degree ordinarily takes one to three years, sometimes longer.
OoH-pre p. 58
The Seventh Degree: Adept Major
OoH-rev p. 42
Rank Four in any Sphere, Rank Three in another, and Rank One in a third. Many Adepts never reach this rank, which requires not only discipline but uncommon talent. Most Adepts Major have reaches this Degree after three to ten years of diligent effort.
OoH-pre p. 58
Master
OoH-rev p. 42
The Second Initiation
This secret and arcane ceremony is known only to those of the Eighth and Ninth Degree. Rumors speak of a third and fourth beyond that, but details of such ranks remain mysterious at best.
OoH-pre p. 26
The Eighth Degree: Magister Scholae
OoH-rev p. 42
Rank Five in any Sphere and Rank Three in at least two others. Mastery is rare and requires exceptional gifts; given these a mage can achieve Mastery within an ordinary lifetime, even a couple of decades. The Order of Hermes has more recognized living Masters than any other Tradition.
OoH-pre p. 58
The Ninth Degree: Magister Mundi
OoH-rev p. 52
Rank Six in any Sphere. This involves centuries of study, unbroken discipline, challenge, and even madness. As a practical matter, one cannot reach Rank Six without first becoming Master of several Spheres and Adept in most of the rest. There are fewer than a dozen living Archmages in the Order of Hermes, all quite old and only marginally sane.
OoH-pre p. 58
The Tenth Degree?
Though it is little known among the rank-and-file of the Tradition, the Order of Hermes does recognize a Tenth Degree that gives Unity and balance to all those which come before it. This is the degree attained by the nigh-omnipotent Oracles and is the apex of the Order’s pyramidal structure. For those who know of this elusive Tenth Degree and who care to engage in truly lofty and purely theoretical debates, there exists a supposition that only one Oracle at a time exists for each of the Spheres and that all wait for the inevitable realization of the Final Oracle, that of the Tenth Sphere, the Ars Unitatis. At this time, 10 mages of the Tenth Degree will exist simultaneously, bringing the number back, as it should be, to One. Perhaps, such mages speculate, this state of perfected Unity will create reality-wide harmony, resulting in the Ascension of Humanity and the creation of the City of Pymander. Only time will tell.
OoH-rev p. 43
No Mage is definitely known to have reached this Degree, which implies Ascension. Hermetic scholars dispite whether Ascension is a matter of Degree. Some believe that any Awakened person can achieve Ascension, independent of magickal skill.
OoH-pre p. 58
Lexicon
Note: Presently this includes the opening Lexicon from Pre-Revised and Revised Tradition Books, along with the Sphere names from Revised Tradition Book. There are both redundant and inconsistent entries because of that. As the opening lexicons in those book, there are many more terms than just these. Be careful using or arguing over a word based on the entries on this page. The intention is to consolidate into a single list, based on the aesthetic and metaplot reasoning of STs.
Pre-Revised
OoH-pre p. 7
Anima: Life Sphere; Spirit Sphere (broader, less favored, interpretation of "spirit"; see Manes); also Ars Animae, "the Art of Life."
Art (or Ars): Magick; Sphere (pi. Artes).
Bani: "Of the House of." Used in Hermetic titles within the Order; also a formal honorific for members of other Traditions ("Winterbreeze, bani Verbena").
Circlus Abstrusus: The Inner Circle of Hermetic Masters.
City of Pymander: A Hermetic Utopian ideal, where all humanity seeks Ascension guided by the Masters.
Concordia: Unity, the theoretical 10th Sphere; also Ars Concordiae, "the Art of Unity."
Conjunctio: Correspondence Sphere; also Ars Conjunctionis, "the Art of Correspondence."
Covenant: Chantry.
Domus Magnus: A House's ancestral Chantry.
Enochian: Secret language of the Hermetics, derived from the mystick language of Umbrood spirits.
Essentia: Forces Sphere (preferred term, for it emphasizes the idea of "essential" magickal force within the mage; see also Vis); also Ars Essentiae, "the Art of Forces."
Fatum: Entropy Sphere; also Ars Fati, "the Art of Entropy."
Heka: Magick (from Egyptian; now used only by House Shaea).
Instruments: Ritual tools (i.e., foci).
Manes: Spirit Sphere (preferred term, because traditional Hermeticism associates "spirit" with "soul of the dead"; see also Anima); also Ars Manium, "the Art of Spirit."
Massasa: Vampire(s).
Mater: Mentor (female).
Materia: Matter Sphere; also Ars Materiae, "the Art of Matter."
Mens: Mind Sphere; also Ars Mentis, "the Art of Mind."
Mi'ahs: Jocular term for politics (Arabic, "quicksand"). When apprentices become mages, they "enter the mi'ahs."
Parma Magica: (Latin, "magic shield.") A specialty of the Order of Hermes — a form of countermagick that aided in the formation of the Order.
Pater: Mentor (male).
Praxis: Any system of magickal practice.
Sa: Political favor (literally, a magical fluid from Egyptian theology).
Sancta: A private Sanctum, used for retreats, experiments and study.
Tempus: Time Sphere; also Ars Temporis, "the Art of Time."
Twilight: Quiet.
Vis: (weece) Prime Sphere; sometimes refers also to the Forces Sphere (favored by House Flambeau because it emphasizes strength or physical force; see also Essentia); also Ars Vis, "the Art of Prime."
Revised
OoH-rev p. 11
Common Terms
Adam Kadmon: The Primordial Man, reflecting the Divine within humanity. Seen as a guide to godly perfection captured within the imperfect human form.
Art (or Ars): Magic; a Sphere or the magic performed with one. (See Chapter II: The Will and the Word for Hermetic Sphere names.)
Arx Hermeticum: Symbolically, the structure of the Order and the strength of its resolve. Literally “Fortress of Hermes,” it was often equated to Doissetep; unlike Doissetep, this Fortress has not been demolished, simply reorganized.
Bani: “Of the House of”; an honorific used extensively in titles but on its way out in all but the most formal conversations. Also used to address members of other Traditions (Aria, bani Ecstasy) in diplomatic situations. (Note: Few Hermetics ever use the extended versions of other Tradition names in formal address; instead, bani covers “Brotherhood,” “Cult of,” “Children of,” “Sons of,” and so forth — i.e., “Kannagara, bani Akashica” rather than “Kannagara, bani Akashic Brotherhood.”)
Enochian: The language of the spirits, supposedly handed down from Umbrood lords. More likely, a secret language cobbled together by Renaissance Masters, then “tested” by various sages and dupes until the kinks were worked out of it.
Instruments: Magical tools, i.e., foci (a term no Hermetic mage would ever use!).
Massasa: Vampire. Old term repopularized by the recent difficulties with the Tremere.
Mi’as:“Quicksand”; apt term for Hermetic politics.
Pymanderphile: Disparaging term for a Hermetic idealist.
Sancta: Private quarters and magical space.
Sephierah: “Spheres”; the 10 Kabbalistic crowns, or aspects of Divinity within Creation. Also used as a term for the Nine Spheres (below), with Kether being the “lost” 10th Sphere.
Twilight: Quiet.
Wing: The Internet, named for the wings of Hermes and used as both a noun (“I’ve been riding the wing this morning”) and a verb (“Were you winging when I called earlier?”).
Outmoded Terms
Circlus Abstrusus: The now-fallen inner circle of Hermetic Archmasters, cracked by Doissetep’s ruin and wrecked during the Concordia War.
City of Pymander: The shining city of Hermetic idealism; magical Utopia guided by hidden Archmasters. Considered a naive, if not utterly absurd, goal these days, the Pymander concept still has its adherents.
Covenant: Old form for Chantry; still used by some new-generation romantics.
Domus Magnus: The “home base” of an individual Hermetic House.
Heka: Magic.
Mater:“Mother”; traditional address for a female mentor.
Parma Magica:“Magic shield”— countermagic. Once used as a symbol of Hermetic solidarity, but undermined by recent treacheries.
Pater: “Father”; a male mentor.
Sa: Favors or obligation; from magical fluids in Egyptian lore. (Vulgarly referred to as “Janissary juice” by those who bitterly recall Caron Mustai.)
Sphere Terms
OoH-rev p. 62-64
Correspondence
Current Title: Ars Conjunctionis
Corrected Nomenclature: Ars Conligationis (The Art of Connection, with a sense of “binding together”)
Entropy
Current Title: Ars Fati (The Art of Fate)
Alternate Title: Ars Fortunae (The Art of Fortune, specifically that pertaining to chance or luck, as contrasted with Ars Fati, which refers to something destined — many mages within House Fortunae, who maintain that a skilled enough mage can alter any aspect of Fate, prefer this alternate title; for them, it exalts the Awakened will above the idea of inevitability)
Forces
Current Title: Ars Essentiae
Corrected Nomenclature: Ars Virium (The Art of Force; also translatable as the Art of Strength, the Art of Vigor or the Art of Energy)
Life
Current Title: Ars Animae
Corrected Nomenclature: Ars Vitae (The Art of Life)
Matter
Current and Correct Title: Ars Materiae (The Art of Material; “materiae” being the regular word for “matter” or “substance” in philosophy
Mind
Current and Correct Title: Ars Mentis (The Art of Mind)
Prime
Current Title: Ars Vis
Corrected Nomenclature: Ars Potentiae (The Art of Power)
Spirit
Current Title: Ars Manes
Corrected Nomenclature: Ars Spirituum (The Art of Spirits; this use of the word “spiritus” is late Latin/medieval, but is thus thoroughly appropriate to the time of the Order’s foundation)
Time
Current and Correct Title: Ars Temporis (The Art of Time)
Tenth Sphere
The Order’s Tenth Sphere of Unity was long known, erroneously, as the Ars Concordiae. Those mages of the Order who have been working to update and correct some of the butchered Latin that crept into the Tradition’s common lexicon have likewise put forth a more appropriate name for this elusive Sphere: Ars Unitatis, simply “The Art of Unity.”