White Wolf Wiki
Advertisement

Summary[]

From the back cover:

Places you've only dreamt of...

Beyond the peasant's reckoning, nay beyond the mundane world entirely, lie mythic realms that none but the learned, innocent and blessed may perceive. These realms are the resting places of great beings of potence, and if properly approached they may grant great gifts. But lo, to enter the realms is to risk all, for after entering, one may never again find the path back to the mundane world. Proceed with caution...

Mythic Places

MYTHIC PLACES is an ARS MAGICA supplement that presents 5 magical locales of Faerie, Magic, Dominion and Infernal might, sites designed to be the foci of many different stories. These locales are unique because they are composed of regio, levels of magical potence. Each level characterizes a single mythic place in a new way so that each place really has several natures, not just that apparent to the mortal world. Numerous story hooks also provide you with a wealth of applications for each locale. Thus, More Mythic Places offers a multitude of storytelling possibilities, presenting adventure locales that may be used again and again because they are rarely the same twice.

Contents[]

Introduction[]

What are Regio?[]

The Regio[]

Chapter One: The Monolith[]

This regio centers on a worn and well-weathered monolith such as those common to many parts of Mythic Europe. Unknown to most, this monolith is actually a human tribal-king named Khras-nagar, who was turned to stone by the ancient gods for his hubris. Freeing Khras-nagar is a difficult task, but the effort can result i a powerful ally, for Khras-nagar is a brilliant leader of men. This regio should fit easily into almost any Saga or location.

Chapter Two: The Flower Lady[]

This Faerie regio features a beautiful, magical garden, tended by an old and knowledgeable blind woman. She is not magical herself and does not know that she inhabits a regio. This magical place can be placed on the outskirts of any small village.

  • The Guardian Trees - Stats

Chapter Three: The Well of St. Alban[]

This regio centers on a well whose waters have healing powers. It can be located almost anywhere, including uninhabited areas, but the following description assumes it is found in a square or courtyard in a moderate- to large-sized town.

Chapter Four: The Animal Powers[]

This ancient regio is centered on numerous wise Animal Spirits who reside in fetishes at its heart. Those entering the regio, and seeking enlightenment from the Spirits, risk taking on the characteristics of the animal they most resemble.

  • The Keepers - Animals in service to the Animal Spirits
  • The Watchers - Animals in service to the Animal Spirits
  • The Trackers - Animals in service to the Animal Spirits
  • The Biters - Animals in service to the Animal Spirits

Chapter Five: The Battlefield[]

This Infernal regio covers the site of an ancient battle between two warring tribes. So strong were the factions' passions (and so unjust the fight) that the combatants' ghostly forms refight the battle every year. Infernal forces planted the seed for the original conflict and now they take an active part in its annual reenactment, gleefully leading the ghostly armies against one another.

  • A Typical Ghostly Warrior - Stats
  • A Typical Lesser Demon - Stats

Appendix[]

Magic in Regio[]

  • Spells:
    • Sensing the Mystic Place
    • Feeling the Front of Power
    • Scales of Power
    • Seeing the Elusive Boundary
    • Glimpse Through the Mystic Veil
    • Warping the Magical Veil
    • Traversing the Magical Path
    • Tearing the Mystical Veil
    • Anchoring the Mystic Veil

Background Information[]

Memorable Quotes[]

Characters[]

  • Róbert - Forester
  • Khras-nagar - Cursed Human/Statue
  • Marisa, the Flower Lady - Human with Faerie power and allies
  • Sister Alban - Nun, past

Terminology[]

Regio, Covenant, Custos, vis, Parma Magica,

References[]

Previous release Game Books Next release
ArM: Festival of the Damned Ars Magica books ArM: South of the Sun
Advertisement