Mystics
Mystics are otherwise normal people who are able to bend extradimensional forces to their wills to work what some would call "magic". A very diverse origin, there are many different traditions and disciplines of mystics in the modern era, each with its own history, cultural heritage, approaches, and esoterism.
By default, the Here There Be Monsters setting assumes that mystics are
relatively rare. However, many mystical traditions have various ways of expanding one's own lifespan by decades or even centuries. Therefore while each generation may only produce a small number of new mystics, the most successful or luckiest will live on for quite some time and thus pad out the total numbers a bit.
Some people are born able to naturally and intuitively work magic; this natural ability runs in families, and a few dozen old bloodlines continue to exist with a heritage of producing many mystics over successive generations.
However, most people who lack such an intuitive capability can still learn to work magic through extremely rigorous and difficult study...though success is not guaranteed and many years of thankless diligence may pass before even being able to manage the simplest of spells.
Except for those lucky enough to be born with the knack, learning is best done under the tutelage of a master, mentor, or group willing to undertake the lengthy and fraught exercise of attempting to elevate an initiate. This usually comes at some toll to the would-be learner, ranging from years of servitude, to pledges of loyalty, to darker costs.
Mystical Traditions
The most common traditions of mystics in the Here There Be Monsters setting are summarized below and each receives detailed mechanical coverage in their own linked to sections.
In the modern age and in the western world the dominant Hermetic disciplines of Wizardry, Spellbinding, Mysteria, and Alchemy generally co-align...particularly when it comes to Accords related maneuvering. In the rest of the world, practitioners of various elementalist, spiritualist, and darker arts tend to follow their own paths...with a few notable exceptions.
In addition to these larger groups of mystics, there are many smaller and even secret esoteric arts, crafts, and lores to be found in the world...as well as some long lived practitioners who practice older mystical traditions that have since faded into obscurity, otherwise lost to the mists of time. Players and GM's are encouraged to define alternate traditions of magic, using the provided traditions as examples.
There are also mystics who are pragmatists, with a esoteric practice that is a combination of elements borrowed from established traditions or independently re-discovered. Though generally an individualistic pursuit, various groups have practiced a formalized or recognized hodgepodge of concepts, such as Chinese sorcerers (Elementalism & Alchemy), some so-called witches (Daemonology, Mysteria, Alchemy), and black wizards (Wizardry and Daemonology).
Mystic Senses
Regardless of which tradition they practice, most mystics have a Mystic Ability Set, in which various Ability traits and a Limit that is common to Mystics are contained. The Senses trait is often included in the Mystic Ability Set to represent supernatural awareness; it is understood to grant the ability to detect supernatural emanations, auras, and so forth. Conversely, all Mystic Ability Sets include the non-optional Supernatural Aura Limit, which represents the fact that mystics are marked in ways that are detectable by others who have supernatural awareness.
By default, in the Here There Be Monsters setting all overt magic is the result of channeling or manipulating extradimensional energies, and thus all mystical traditions are ultimately just different ways for a mystic to interact with extradimensional forces...whether knowingly or not.
It is dangerous for mortal minds to fully comprehend the true nature of reality and thus many individual practitioners and even entire traditions instead understand their magic in some esoteric or metaphorical way. But the most enlightened mystics, through either talent or rigorous discipline, are able to see beyond the veil of mystery and perceive the cosmos as it actually is...at least on occasion. Such mystics have the potential to surpass human artifice, rituals, and trappings to work sublime and terrible magics untethered by the limitations of their traditions.
Individual GM's can decide whether to incorporate this conceptualization or not in their campaigns, and if so to what degree or in what direction they wish to take it.