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Introduction
One specialized element of a comic book world is the mystic world. Ranging from an international network of secretive mages and sorcerors, to dark apocalyptic cults, to other dimensions beautiful and hideous, the mystic world gives flavor to even ordinary comic campaigns that cross into it. All the more detail is needed if the campaign actually focuses on the Mystic World. "The Mystic World" sourcebook covers the major elements of the mystic world of the Champions Universe, as it exists in the age of champions, as well as guidelines for creating characters that come from the mystic community.
Worlds Upon Worlds
The first chapter in Mystic World details the various mystic realms beyond the Earth. It opens by describing the Kabbalistic model of the universe ( as favored by Earth mystics in this setting ), in more detail than in prior sourcebooks. Next, it details the major dimensions of interest to mystics: the four Imaginal Realms linked to Earth, and the Astral realm that connects them all.
Most of realms ( the Astral, Elysium, the Netherworld, Faerie ) are fairly standard and familiar to those experienced with most standard comic and RPG conventions ( fair warning: in the case of Elysium, they use the unfortunately standard "Angels as Bastards" trick for explaining why they do not act as agents of good more often ). However, the information on local reality rules, among other things, provide many plot ideas of interest, commensurate with the expected quality from Hero Games.
The best of the realms, however, is Babylon, the City of Man. In essence, Babylon is the archetypical City, and realm of Human Endeavors. Ranging from towering skyscrapers to decrepit slums and everything in between, that which Man has created or will create is found here, and larger than life too. Add in an Emperor who resembles a masked, spirit Patrician ( from Discworld ), and secret societies out of something written by Grant Morrison, and you have a place you could set entire campaigns without leaving.
The chapter closes with briefer descriptions of other dimensions of potential adventure interest, ranging from an alternate Earth dimension to the homes of the Prime Avatars of existence.
The Shadow World
Chapter two focuses first on the people that compose the mystic world: mystics, magical organizations, and even gods. Most of the individuals and organizations briefly described are villainous, though not all. The real meat of the first section is the information on the Archmage and on gods.
Stats are not provided for the Archmage, seeing as there is no such person alive at the current world timeframe. Rather, details on what it means to be an Archmage are provided. In particular, it turns out that the Archmage is a position one must qualify to achieve, rather than something that is granted. The requirements for achieving the position are detailed, as are the main benefits of the position. One requirement that is definitely not present is a moral requirement, as one realizes when reading the list of likely candidates. In fact, Kal-Turak ( later Takofanes ) very well may have been his era's Archmage.
The section on gods ( specifically, those entities born of the beliefs of humanity, as opposed to conceptual beings and "space gods" ) provides three main pieces of information. First, the Ban is described, that "rule" that prevents the open manifestation of gods. Second, the various ways in which the gods can manifest despite the Ban, particularly in an age when "gods" walk the Earth already. Lastly, and most useful from my perspective, a number of gods who have particular interest in the modern world, such as Marduk and his secret patronage of super heroes.
The final section of this chapter deals with not people, but places. Most of the concepts are pretty standard, though the idea of Washington, DC, as center of occult activity is always worth exploiting. The highpoint would probably be the historical description of one particular site of power, demonstrating how a place becomes a mystic focus, especially when cultivated by mystics.
The Book of Wisdom
The third chapter details character creation for "supermages," mystic characters within a superhero setting. As such, a large portion of the section consists of example spells and magic items, of the type used by supermages. In fact, the philosophy behind differentiating supermages from mere mages is provided, though alot of it is intuitive.
The high points, in my opinion, are the extremely power spells and artifacts. Several fit a particular role in the mystic world; in particular, the Quartenion Banishment spell and Krypticon artifact are linked to the Archmage. On the other hand, the Word of Unmaking is mostly an exercise in seeing whether the Omega Effect ( Pre-Crisis DC version ) can be statted in Hero mechanics. It can, and if you are lucky, your characters will never encounter it, ever.
Aside from premade constructs, expanded rules for dimensional travel, as well as sensing and fighting across dimensional boundaries, are provided. Definitely useful, though not strictly necessary, seeing as the only absolutely required from of dimensional travel needed to wander the mystic planes is the transition from material to astral.
Master Mystic Villains
The final chapter provides the master villains of the mystic world. If you are an ultra-low level fetishist, don't even open these pages. The scope of the mystic world is grand, and thus so is the scope of its greatest villains.
The first is Skarn the Shaper, the lesser of the two great mystic dimensional conquerors. His origin, powers, and tactics are detailed, as well as information about his children, his armies, and his home/conquered dimension, the Congeries. From start to finish, this section is filled with plot threads and interesting ideas. Like Istvatha, he is not truly malevolent; rather, he suffers from a combination of a Messiah complex and generalized total insanity ( a being of chaos to contrast with Istvatha's order ). His origin is a tragic one, with his current status as a dimensional conqueror a cruel and entirely unintended twist of fate. The interactions between his children alone ( one of sheer evil, one of genuine good, and one simply an arrogant warrior ) could spawn countless adventures. If one is playing at a truely epic level, perhaps one could even try and find a way to cure his insanity. . .
The second is Tyrannon the Conqueror, the greatest of the mystic dimensional conquerors. There is nothing sympathetic about Tyrannon; he exists purely to conquer and expand his own power and worship. Outside of his own statistics ( which take considerable space, given his many forms ), the section focuses on the various aspects of his realm, with an apparent eye towards exploitable opportunities for heroic characters. While he is clearly set up as the Ultimate Villain, there is a certain. . . spark lacking. In my opinion, Skarn is the more interesting character.
The final villain described is the Dragon. Simply put, the Dragon is the incarnation of Human Evil. He is an astral being formed out of darkness within each human soul, and bound in chains forged of human virtue... chains he attempts to break by whispering in the minds of mortal men. Moreso than either dimensional conqueror, the Dragon is a terrifying foe. Information is provided on both his astral form and his likely incarnated forms, as well as exactly what will happen if he breaks enough chains to incarnate permanently. Information is also provided on the Naga, an ancient reptilian race that opposes the Dragon, though to be frank, the space would have been better spent with further details on, perhaps, a Dragon cult.
Conclusion
The Mystic World is not perfect. More information on how the mystic dimensions relate to other species would be nice, especially given the unlikelihood of a Galactic Mystics book. More information on the realm of Skarn, and the cults of the Dragon, would have been useful. On the other hand, there are always topics about which more detail would be good. Every book could benefit from a few ( dozen ) more pages.
Overall, The Mystic World covers the topic it set out to cover, and it covers it admirably. Players should welcome the opportunities it opens for their characters. . . and dread the enemies it adds to the GM's repertoire.
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