As with all Supernal Realms, what constitutes Arcadia has been changed over the years. Mages who know of these changes debate whether this is a result of the Supernal itself changing, or if mortals have developed to the degree that they can see more of the Supernal during their Awakening than before. As access to the Supernal is impossible, the debates are mostly academic.
Around 5000 BCE, Arcadia was a realm dominant by a vast, hostile Sky. The flat landscape was endlessly tormented by billowing winds and heavy environmental changes. A singular stone pinnacle rose from the landscape. After a grueling ascent past savage, alien sentinels, tangled nests of thorny plants, and screaming clouds, the Wise would reach the stone brazier at the peak and Awaken.
Arcadia is a realm of constant change. The weather, the landmarks, even the geography is never the same per visit. Each Acanthus reports different features through which they must travel to the watchtower upon their Awakening. Mostly, the physical features of Arcadia are similar to those of the Fallen World, but taken to extremes. Great mountains, vast oceans, deep caves, fetid swamps, and plains and deserts that seem to stretch on forever are commonplace, but these features are transient. Rivers change their courses at will; mountain ranges rise up and erode over night. Only two features are known to be constant: the source of the Alpheus River and the Watchtower of the Lunargent Thorn. While the source of the Alpheus, though always present, shifts its location frequently, the Watchtower is always at the center of the realm; however, the center itself has been known to shift about from time to time.
The weather in Arcadia is even more fickle than the land. Storms form up out of a clear blue sky; F-10 tornadoes spin up out of nowhere, accompanied by earthquakes at least 10.5 on the Richter scale. These conditions disappear as soon as they come, giving way to skies of blazing azure with light, cool breezes. Droughts and floods, rain and snow, gales and storms each occur in places on a regular and disorienting basis. Time is as temperamental and unpredictable as the weather; some Acanthus believe the rapidly changing weather can be attributed to the fluctuations of time that move across the realm like the very storms themselves. Stories of people going to sleep in an isolated part of the wilderness only to wake up decades later, (i.e. Rip Van Winkle) probably stem from contact with the realm of Arcadia.
There is one element in the entire realm that is absolutely permanent-- the power of the spoken word. Words uttered in Arcadia have a great and terrible power, and the realm can exert this power over those who put their foot in their mouth or intentionally break a promise; those who lie or break their word must do penace until the lie is uncovered or the promise kept.
Arcana of ArcadiaEdit
The subtle expression of Arcadia, action is a driving factor in Arcadia; to do nothing is to stagnate. Every action in the realm of the Fae implies risk, and this risk powers the realm. Everything one does in Arcadia is a risky endeavor; even a perfectly executed plan can bring down a world of pain as the chaotic and uncaring environment foils foolproof plans. The power of chance is strong here, and to those who would draw their strength from here is granted the Arcanum of Fate: the power to increase their chances of survival, lay down blessings and curses, and make oaths binding.
The gross expression of Arcadia, time passes strangely in the realm of the Fae. What may seem like minutes in Arcadia may be the passing of years in this world, as myths tell, and the reverse may also be true. Journeys of miles may take days in the Fallen World's time yet seem only minutes to the traveler. To those who follow the Path of the Thistle, the realm grants power of the Arcanum of Time: seeing into the future, looking into the past and even interacting with the past and the future.
The environment of Arcadia is constantly changing; storms, earthquakes, and volcanoes are common coin in that world. This general unpredictability in the realm makes control of Forces there difficult to grasp at things that are constantly in motion. The Acanthus thus find their control over the powers of the Arcanum of Forces limited; drawing their powers from Arcadia as they do they are subject to the realm's weaknesses as well as its strengths.
The craft of Supernal Summoning identifies two types of being that can be called from a Supernal Realm; manifest beings of the Gross Arcanum of that realm, and recondite beings embodying the Subtle Arcanum. This is one of the few patterns the Fae of Arcadia follow, but as ever with matters Arcadian, there may be exceptions, as detailed below. In addition, mages debate whether Supernal Summoning really calls down creatures from another realm of reality, or simply gives form to the Arcana that rule one's Path through the mage's own connection to the Truth of magic.
- Anachronism (or Cronies) are the manifest Fae of Arcadia, embodying the Arcanum of Time.
- Moirae are the recondite Fae of Arcadia, embodying the Arcanum of Fate.
- ↑ http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/mage-the-awakening/748737-time-arcanum-in-2nd-edition?p=793775#post793775
- ↑ http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/mage-the-awakening/413769-the-cosmology-of-the-new-world-of-darkness?p=415028#post415028