Urban fantasy is built on the concept of magic existing in modern world, hidden from the eyes of most people. It’s a great concept which leads to a lot of cool imagery and scenarios, but, well, it’s not really believable when you consider how our history would be different with magic around. Magic in many settings is capable of feats impossible even with modern science, and in many settings it was just as powerful (if not more powerful) in the past than it’s today, so it would stand to reason that mages would become our divine overlords back when the ruling class was just forming and cling to power ever since. Real priests, after all, typically had quite a lot of power in ancient societies, and they merely claimed they could bring forth miracles.
That’s just one example, but I hope it demonstrates the problem urban fantasy faces: how to keep our world mostly the way we know it, but with magic hidden in shadows?
I love urban fantasy genre, so I typically let it slide when a satisfactory answer isn’t provided, but still, it grates a bit every now and then.
So now I am composing a list of works that do provide good explanations for the secrecy of magic, or at least have interesting ideas on that front. The list is far from complete, of course, and you are welcome to provide your own examples, as well as examples of works that botch the justification for secrecy in a remarkable way.
(The list is presented in no particular order.)
Nasuverse
While it does have some problems with justifications when it comes to the Church, vampires or other supernatural creatures, magi, at least, are provided with a very good reason to hide: the dilution of mystery. Simply put, the more people know about inner workings of a given spell, the less powerful it becomes. The effect cannot be reversed. Thus, magi are very interested in keeping their craft as secret as possible, from the world at large and from other magi.
Some, of course, would ignore the slow decay of magic in pursuit of a more immediate agenda: you can hardly expect a court wizard to go into hiding so magic wouldn’t disappear quite as fast. The dilution of mystery doesn’t affect magi on immediate level, so you’d expect them to treat it as people today treat global warming: something that we sorta should try to prevent but not, you know, by changing our way of life in any significant way.
Here, however, is where the nature of magecraft comes to play. It’s a slow discipline. Generations can pass before a specific branch of magecraft would be able to see any practical use. To achieve results in this field requires borderline obsession that you are able to pass on your children. Thus, the best magi are people who place magecraft above everything else in their lives. Ad that gives them personal power, which they can apply to force everyone else to do what they want.
Or, in other words, the people who would make the issue their priority above other concerns are the ones who have the power to do something about it.
And while it’s said that modern magi often care less about magecraft and more about wordily matters, the structure put in place would carry them of a force of inertia. Coming out of hiding now, after centuries of secrecy, would cause far too many troubles for magi, threatening the position and power they have.
Thus, it’s easy to see why the Association has survived for so long.
Unknown Armies
One of my favorite TRPGs, which does a lot of interesting stuff with urban fantasy, including its approach to secrecy.
The secrecy is maintained by a combination of several factors. First, UA rejects the past. The old magic is dead and was dead for long enough to be forgotten. How it worked and what effect it had on the world isn’t addressed because it’s not important. UA is big on the theme of anticipation of a new millennium, so the approach fits. Plus, it allows us to just assume that the old magic functioned in a way that allowed the modern world to exist.
It also means that the new mages found themselves in a world that didn’t believe in magic anymore, and many found it was easier to allow it to remain that way because magic is born from madness and breeds madness. Adepts are not rational people. A young epideromancer doesn’t think, “With my power over flesh, I can become a world-renowned healer and make lots of money!” He thinks, “If I master the art of self-mutilation, I will achieve perfection!” Their goals and methods often if not most of the time run contrary to what society finds acceptable or at least not batshit crazy. They often find themselves operating outside of the law. Thus, they are not inclined to reveal themselves and make it easier to normal people to stop or, worse, help them.
Not that the latter is very likely. Magic in UA is unnatural. It exists thanks to the paradoxes of humanity, places in our psyche that we rarely visit. And when normal people encounter magic, they tend to react violently. Thus, revealing magic to them always carries a risk of being lynched.
Another factor is the Sleepers, a global organization dedicated to keeping magic a secret for they believe that revealing it would cause global panic, violence and potentially war. They actually aren’t all that powerful, consisting of only 170 members (and only 70 with magical powers), but they are very, very effective at making themselves look bigger than they are, and managed to successfully become the boogieman of occult underground. (It helps that a magic discipline closely associated with their founding members is all about information control and historical revisionism.)
There is also an implication that various government organizations and Vatican are in on the whole magic thing, but it’s not really elaborated upon in the game, so it’s up to GM to decide how big a role they play if any.
For all of this, the game says that the secrecy is still unlikely to survive for long. Two major cabals are gearing for a big war, which likely would reveal magic to the world at large.
Mage: the Awakening
Word of Darkness games are typically at least not bad when it comes to justifyiing secrecy, but I’ve read M:Aw recently, so I am going to talk about it.
This game, much like UA, relies on a combination of factors to explain the secrecy. First, there is the nature of magic. Due to the world being fallen and removed from supernal realms by Abyss, which hates magic, “vulgar” spells (that is, spells that are obviously supernatural in origin and can’t be explained away as a weird coincidence. A fireball thrown from mage’s hands as opposed to a lighting striking someone during a heavy storm.) is hard to cast in general, harder still in the presence of normal people and can potentially summon Cthulhu. Thus, mages are typically not eager to try and disguise their workings as natural phenomena.
Secondly, normal people have hard time dealing with magic. Often witnessing it results in a psychotic break, and there is a good chance they would forget about magic soon afterwards.
Thirdly, similar to Nasuverse, it is believed that merely talking with normal people about magic diminishes it bit by bit, so mages are forbidden from doing so.
And then there are Seers of the Throne, a powerful organization dedicated to keeping humanity ignorant and controlled, for their inhuman masters command it.
Those factors combined do explain how magic could remain mostly hidden from humanity for millennia of its existence.
Pact
This web-novel has a rather creative reason for maintaining secrecy. Whether it’s satisfactory is hard to tell for me, but it certainly warrants an examination.
The gist of it is that, due to ancient oaths, “innocent” (that is, untouched by or ignorant of supernatural) people are protected from the worst of what magic can do. And supernatural creatures themselves are not allowed to show themselves openly.
Thus, keeping people in the dark about the true nature of the world actually protects them. The protection isn’t absolute, there are plenty of examples of some monster devouring an innocent human under the right circumstances, but without it, it would have been much worse.
Bringing someone into the secret world also carries a karmic weight: you become partly responsible for what will happen to them. So if they come to harm from supernatural sources, the universe would fuck you.
Thus, the secrecy is both practical and beneficial.
Little Fears
This game is more horror than urban fantasy. There are no secret societies or people with supernatural powers to be found, but the way supernatural stuff is separated from mundane is interesting.
Basically, there are various monsters hunting children, but adults can’t see them. Neither can they remember their own encounters with monsters when they were kids. Sure, they can still see the signs left behind by monsters: gouges on the floor, creepy writings on the walls or what have you, but they would be explained away as a work of animals or humans. Thus, even when they do believe children are in danger (and monsters are typically good at subtlety), any protections they attempt to give children would be futile against the real threat.
More, quite a few monsters can control adults to one degree or another, so more often than not adults become a part of the problem.
Among children, there is no secrecy. They know about the danger and openly share a few things that work against monsters. Until they reach a certain age or succumb to monsters’ influence, at which point they forget about the danger and become powerless against it.
Persona 3*
The setup here is nice.
Firstly, the whole deal with Shadows and such is a recent development. The shadow world has probably existed for as long as humanity itself has, but normally it’s disconnected from the normal world, thus rendering questions about the past moot. It’s possible there were other incidents like the game plot before, but we can safely assume that they went down in a way that didn’t impact history much.
Secondly, all supernatural stuff happens during the Dark Hour, and hour that takes place during midnight each day which normal people can’t perceive on account of being transformed into coffins for its duration. Only a few people can enter the Dark Hour, chosen seemingly at random, and only those with Personae can fight monsters lurking within.
Thirdly, the secrecy isn’t absolute. Local police is semi-aware of weird stuff going on and helps the protagonists on occasion, while they help the police to locate people missing due to the supernatural.
Finally, the organization the protagonists are working for has its own reasons to keep everything secret.
So, revealing the secret would be mostly futile and potentially dangerous to people who can do anything about it.
So, that’s it for now. I hope the examples presented here demonstrate various ways in which the concept of secret magic coexisting with the modern mundane world can be implemented without stretching the suspension of disbelief.
Again, more examples of works with neat ideas and embarrassing failures are welcome.
*But not 4. I seriously loath the plot setup in P4. I mean, seriously, the MC lives with a detective who works on murder case connected to the shadow world, thus giving the MC all the reason to inform the detective about what’s really going on. And he has a way to prove that the supernatural stuff exist. It would take the MC one minute to say, “Hey, Uncle, check this out!” and put his hand inside a TV. Sure, some persuasion may be needed afterwards, but seriously, there isn’t much you can object to someone capable of putting their hand inside your TV.
But no, it’s “let’s keep this stuff secret for no fucking reason even though we know a killer is using it to commit murders.”
Personally this is why I prefer straight Fantasy, you don’t need justification on what magic is, or even why technology doesn’t advance as fast, magic s enough on it’s own. That being said I quite like Artemis Fowl justification (love the first four, maybe five books) that there is a world, but they’ve done everything within there power to hide due to simple numbers, sure they can do amazing things beyond us regular mortals, but the sheer size difference wins.
Well, I prefer urban fantasy conceptually. When done right, it adds a layer of immersion by making the world very close to ours but adding magic which can be found just around a corner.
But yes, it requires extra work to make urban fantasy plausible.
(I would note though that technology can totally advance just as fast in fantasy as in the real world as long as authors don’t use ridiculous timelines in which nothing of note happens for thousands of years. Generally, a lot of fantasy works would benefit if you divide all time spans by 10 when it comes to history.)
Can you elaborate on Artemis Fowl? I have little knowledge of it. What is supernatural stuff like there and why do they hide?
In the Artemis Fowl series (to the best of my bad memory), magic (and hyper-advanced technology, which often overlap) was exclusively the domain of fairies, which have never had an interest in meddling with the human world on a macro scale, except to preserve their own secrecy, deep underground. So our world’s history is unmolested, and our superstitions about fairies are explained as brief, minor dealings way back in the past, that never affected anything bigger than a village.
The impetus of the first story’s conflict is that the protagonist is a rich kid genius (and on a scale of “intelligent” protagonists, I rate him higher than Kvothe) who still believed in fairies enough to try finding them, and he does. He kidnaps one and demands a ransom (the “pot of gold” you get for chasing a leprechaun to the end of the rainbow is explained as a ransom), and the fairy security force is determined to mindwipe him instead.
When I pointed out technology, I didn’t mean it couldn’t evolve but there’s not as much pressure, so it’s slower, why build guns or bombs when a spell can do the same, why make radio’s or TV’s when a scrying glass can do?
As for Artemis Fowl, to expand on Roarke comment, the Fairy’s are broken down to several sub-se sprite, or elf, they all a few things in common, magic, long life, and they breed very slowly, once every hundred years or so and twins are stupid rare. They make illusions to Humans once having magic but they lost it, while Fairy’s not only kept there’s, but have advanced technology as well. That all being said the entire fairy population is only marginally larger than New York City, so while they may be so advanced to call humans “mud men” and remember ancient civilizations, they do everything in there power to avoid detection, including area wide time stops, a type of advanced magical hypnosis, mind wipes, and escaping to a vast underground network. It’s mentioned several times through out that ‘mud men breed like rats’ and that ‘numbers will over whelm even magic’.
My point being they have a vested interest in staying hidden so when the main character, Artemis, finds them there is a very real problem, Artemis for his part is only in his pre-teens to teens the whole series, but is also the smartest person on earth, or below it. While there are some problems in the later books, I highly recommend the first 4, the characters and how they evolve are great.
“When I pointed out technology, I didn’t mean it couldn’t evolve but
there’s not as much pressure, so it’s slower, why build guns or bombs
when a spell can do the same, why make radio’s or TV’s when a scrying
glass can do?”
Mass production, mostly. Magic is typically restricted to a relatively few highly trained scholars. Unless they are powerful enough to render the concept of non-magic armies moot, there will be pressure to make better weapons. Unless they are numerous enough to heal the whole population, there will be pressure for better medicine. Unless they can make the land ungodly fertile, there will be pressure for agricultural improvements. And so on.
And if they are that powerful and/or numerous, yeah, technology as we know it wouldn’t advance because magic would take its place and become new technology.
As for fairies, it feels kinda weird they would think about war. Despite what certain Internet power level debates may lead you to believe, war isn’t necessary humanity’s first response to encountering a new civilization, especially advanced one.
If their world is completely separate from ours, it makes for sense for them to not care about us that much and keep the secrecy for the sake of convenience rather than out of fear.
You are right, but I was just stating why it would be slower than our own, not that technology wouldn’t advance.
The thing about fairies is that they are old, the term ‘mud-men’ is because the remember humanity before it made the first wheel, not only that but the biggest problem for them is pollution to the point where they’ve built man-kind into just one step below actual monsters. There constantly concerned about how the fertile soil underground would be taken, or what we would do for there advanced technology.
The actual threat of war is very real due to this, there terrified of us and respond in kind. In the fourth book there’s an amusement park of what they claim to be the 11 wonders of the world(from there own point of view), when the human Artemis see’s the mannequins for humans he’s disgusted and asks if fairy’s really see people like this, the answer is that no, they see us as much worse, but they didn’t want to scare the children.
The fairy’s own racism(there’s quite a bit, both towards the humans and each other)along with the fact they’ve been mind wiping us for centuries mean they do think there existents getting out will cause war, or to the few who don’t think that, they realize the fairies will start one in a panic.
In regards to P4: Something I read (probably in a fanfic somewhere, since I don’t remember it being mentioned in canon) they semi-justify not telling Dojima because they think that if he believed them, he wouldn’t let Yu go back into the TV and then they’d be stuck without their leader, but yeah, it’s still not that great an explanation. Especially during the Nanako part where they do try and explain (or have the option of explaining, in the game) but for some reason Yu doesn’t just stick his hand in the TV as proof.
Unfortunately, the ending kinda hinges on the Investigation Team not telling anyone, since the IT win via that old classic of the villain knowing about things that they shouldn’t.
The Original Generation Saga setting kind of counts here, because magic literally exists in a world inside the Earth called La Gias, and sometimes leaks out to above. Or vice-versa. Kind of like Artemis Fowl, except instead of something goofy about fairies, it’s instead an Urban Fantasy world where magic is out in the open, though it’s primarily in the hands of royalty, to the point that succession in the kingdom of Langran requires one to be a powerful magic-user. The Queen is actually the younger sister because her older twin had no magic.
Oh and also the magical giant robots called Elementals and their stronger counterparts, the Elemental Lords, which contract magic spirits to empower them.
So when things from La Gias come to the surface, they usually try to keep a low profile.
There’s more stuff, but it’s actually pretty spoilerish. The stuff I mentioned won’t super come up in the OG games that are out in America, and we never got the Lord of Elemental games that are about La Gias.
Sounds good. The secrecy based on two world being mostly separate is easy to maintain in general, I feel.
It is! It’s kind of funny as the protagonist of the Lord of Elemental stories is from the surface (like most of the main characters, because people from the surface world have more natural Magic in La Gias) so the people of La Gias summon them down and conscript them as pilots for the Elemenals. The ‘pilot giant robots’ part is actually what startles them the least about the whole deal.