An Age of Mysteries

This is a dream aspect. See Main Page for more on how dream aspects work.

An Age of Mysteries

The Middle Ages were a time of mysteries and mystery cults, ancient conspiracies, hermetic traditions, occult secrets, covens of witches, wizards, sorcerers, and hidden knowledge. Heretical cabals of gnostics hide the secret teachings of the Merovingians in secluded caves, and the Knights Templar seem to show up in every whispered rumor and secret plot. Do you want to believe?

See: The Da Vinci Code, Season of the Witch, or Pope Joan

Examples of…

  • Invoking: You try to convince someone that a conspiracy is at work.
  • Enduring: You try to resist becoming paranoid.
  • Compelling: You find evidence of a Satanic cult at work.
  • Declaring: You find a secret mark used by cultists to communicate with one another carved into a doorpost.
  • Substituting: You can’t use a dream aspect to substitute for a skill, though the GM might use it to set a dynamic difficulty in some specific circumstances.
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An Age of Mysteries

Sic Semper Erat Jason