On the Setting
In the minds of the people of Mythic Europe, the Middle East is a distant and strange place, home to all manner of monsters, spirits, sorcerers, and kings — full of great wonders for those who are brave enough to seek them out. This book reflects this perception by heightening the level of supernatural activity in the region. Most people of the Mythic Middle East have no less respect for the supernatural than do their counterparts in the West, but they are also much more used to encountering such elements. By adopting this vision of the region we will frequently be doing violence to the historical realities of the period, though many of the supernatural elements that we mention are based on beliefs and ideas expressed in historical sources from the time. However, it is important to remember that this is not a book on Middle Eastern history; it is instead a supplement for the Ars Magica roleplaying game that merely draws inspiration from the historical texts.
Strangers in Foreign Lands
Broadly speaking, characters who are members of other faiths living under Islam follow the usual guidelines for character creation, although very few are members of the nobility, and none may be members of the religious classes. Many Christians living under Islam are involved in the civil administration, while many Jews are merchants.
The Jews are, for the most part, orthodox Rabbinites, though some Karaites do still live in the region. The Exilarch — the spiritual head of the Jewish community lives in Baghdad, making it an important city for the Jews, at least in theory.
The situation with regard to the Christians is rather more complex, as there are a large number of different Christian groups living in the region covered by this book.

Muslim Views of Europeans
Muslim relations with the Europeans, whom they call ifranj (i-FRANJ) or Franks, regardless of country of origin, are best described as mixed. Some Muslims are openly hostile towards ifranj, particularly during periods of conflict, but others have established more friendly relations. Some rulers find they benefit from diplomatic and mercantile contact with the European states, and one even occasionally finds Muslim and European rulers allying with one another against other Muslim or European rulers. Those Muslims who have had closer contact with Europeans tell tales of strange and unfathomable customs and practices that make little sense to the Muslim mind.
The Cradle & The Crescent
Melkites (Greek Orthodox) are most often found in Byzantine territory and the Levant, but there are some scattered communities further east, left over from the days when the Byzantines controlled territories in the northern Jazira, Armenia, and Georgia. Jacobites (Syrian Orthodox) are most often found in Syria and the Holy Land, but some Jacobites may be found in Arabia. Ethiopian Christianity has made some inroads into southwestern Arabia. The Church of the East (Nestorian Christianity) is most significantly represented in Iraq and Persia, outside of the former Roman and Byzantine empires.
Tensions among these various branches of Christianity and Judaism, and indeed among different groups of Muslim and Zoroastrian believers as well, could lead to stories as members of different factions attempt to employ the characters in order to gain an advantage over their rivals. Schisms over points of doctrine can easily flare up into violence, especially if supernatural forces become involved.
Almost all non-Muslim characters living under Muslim rule must also take the Minor General Flaw Dhimmi (DHIMme), described at the end of ths chapter. Exceptions tend to be those outside the social order, and hence beyond or beneath the notice of the Muslim authorities. Hermetic magi are the most obvious examples of such exceptions.
The Mythic Middle East in Ars Magica
This is not the first supplement to deal with topics Middle Eastern, and players may find it helpful to consult other Ars Magica supplements when running sagas that make use of the material contained herein. This section lists the supplements that contain significant content pertaining to the Middle East.
Realms of Power: The Divine
This is the most important supplement in this regard, containing information on both the mundane and supernatural characteristics of the three major monotheistic faiths, all of which have their origins in the greater Middle Eastern region, either the Holy Land, within the Tribunal of the Levant, or Arabia, far beyond its borders, and all of which have members who live in the area covered by this supplement. The rules presented on character creation are also of particular use, especially for generating Muslim and Jewish characters from the Middle East.
Realms of Power: The Infernal
This book also provides much information that will be useful for Middle Eastern sagas. In addition, it contains some background information on the Jinn (page 26) and includes rules that may be used to create infernally corrupted Jinn. It also gives information on the Mazzikim, a group of demons that include some infernal Jinn in their ranks (page 73), and describes a demoness who masquerades as a jinniyya (Aqrab the Conjuror, pages 58-59). A Zoroastrian demon, Naonhaithya, is also detailed (pages 73-74). In addition, it details a Middle Eastern Infernal tradition, the Mulhidun (pages 136-137), who are found principally in the Jazira.
Realms of Power: Magic
This book contains rules that may be used to create Magical Jinn, including some commentary on these creatures (pages 106-107 in particular).
Realms of Power: Faerie
This book contains information that may be used to create Faerie Jinn and those who deal with them. It also contains examples of Middle Eastern faeries, Lamashtu (page 64-65) and the Ghula (page 72); describes how to create characters with Ghula Blood (page 106); and provides various suggestions for incorporating elements from Middle Eastern folk tales into Ars Magica sagas.
The Mysteries Revised Edition
This book includes a number of mysteries that draw on the magical traditions of the Middle East. These include Hermetic Alchemy (pages 39-46) and Hermetic Astrology (pages 47-57), and a journey to the east could form an appropriate part of an Initiation Script for both the Order of the Green Cockerel and the Magoi of the Star. By the same token, the Legion of Mithras (pages 118- 22), should it ever decide to explore its possible links to ancient Zoroastrianism, could require Initiates to travel to Persia to investigate as an Initiation Quest.
Social Structure
The nominal head of the Muslim world, at least for Sunnis, is the caliph in Baghdad. Serving him (at least theoretically) are the governors of various territories known as sultans (sul-TAWNZ). Both the caliph and these rulers are served by viziers, who run their civil and military administration for them. Beneath the caliph, sultans*,* and viziers are three main classes involved in running society: the military elite, the civil elite, and the religious elite (also called the 'ulama' ('u-la-MEH'), "the erudite," sing.'alim ('EH-lim)). Each class is arranged in an approximate hierarchy, though not in such a rigid fashion as in Europe. There are several other groups in Islamic society. The peasants, or fallahun (fal-leh-HOON), work the land, much like European peasants. They are free subjects of the ruler, not bound to the land in the way that some European peasants are. Merchants ply their trade in cities.
The Muslim world is home to many who follow a number of other faiths, including Christians and Jews. These people are designated in Islamic law as ahl al-kitab (AHL-ul-ki-TEHB), "the people of the