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ee eee oe r— . I a | Mage: The Sorcerers Crusade Cannons rear on the battlefield as mighty spells arid potent incantations thunder from castle to cavalry. The age of high sorcery, the dawn of reason, the estate of a glorious Church —all combine at the beginnings of the war for magical supremacy. here the Order of Reason starts its spread of rational thought, the Traditions rally against the Order's banishment of magic, and the end times are but a whispered prophecy. Ie's agg filled with dynamism, hope and adventure, and any mage would exult to be a part of id Mage: The Sorcerers Grisade allows you to explore all the wonder and cosmic issues of magic during an era in which the world is unmapped, the scions of science have only just begun their exploration of reason and where magic is avery strong, and real force. Tf you're caught up in the hectic humdrum of everyday life, the Renaissance setting, is a refreshing, change. here there be dragons! Instead of a conformist world caged in science, it’s an era of possibilities. The Traditions could spread their magical philoso~ phies to the corners of the globe. The Order of Reason could build a better science, accepting, and accommodating the mysticism and wonder of humanity. Or the Ma~ rauds and Nephandi could dash the hopes of humanity... unless heroes arise to stop them. That's what'sat the heart of Sorcerers Grusade: heroes. This game talks about more than just men and magic. Tt talks about men, magic and myths. It talks about the legends that drive humans to incredible deeds, the same drive that gave us the Re~ naissance, the birth of culture and all of the art, science and spirituality of that grand age. Since the world hasn't been set by expectations and explorations, you can make whatever you will of it. The map is a blank page waiting for you to paint your desires and dreams. Since the world of Sorcerers Crusade is not set, anything could happen — but it's up to you to make it do so. This is your: chance to change the world. If things had happened differently, how would the world havie turned out? You can try all your ideas, theories and historical foibles and dream of how a different vision of enlightenment might have affected humanity. You can see a world that #s defined by the things that you want to believe in. You can sce firsthand the very power of one exceptional man or woman with ‘one exceptional idea. You can change the world. ‘Sorcerers Crusade wascreated byPhilBrucato. . @MAR RAYYAN [Bac IMAGE: THE ASCENSION Diving headlong into Mage: The Ascension, one ses a tremendous, sprawling universe There's a fight for all of reality going on, and it’s got fireballs, cyborgs, magic swords, space ships, ley lines and kung fu. Ie’ an infinite setting, and paring it down to some essential core or principle isn’t easy. The world is too big to be described in one sentence! Some people say that Mage is about struggle and conflict; they look at the wat for reality asa fight for dominance. Other people argue that Mage talks about experience, the process of learning and growing. Some see Mage as an exercise in existentialism or solipsism, a look at the universe from inside your own mind. They call ita game to showcase the depths of pas- sion. After all, mages fight for the precepts that they most dearly believe. Mage really talks about all of these things."Ultimately, Mage is about the human experience Just like everyone else, mages come into a world that they don’t fully understand, and they try to give it a semblance of sense. They put words and terms on things so that they can grasp the world and shape it. They follow individual paths as they live, learn and eventually move off, hopefully leaving the world a better place behind them. Mages do the same things every one does, they just have different tools. So, when. you play Mage, you don’t need to find some single underpinning of “correctness” or some important single theme. Like the whole of human experience, Mage covers a lot of ground. You can get out of it whatever you want to believe. Mage can speak to yoifiabout passion, belief, philosophy, conflict, spirituality, idealism and hubris — or just a good time There's a difference between telling and showing. The art of Mage shows you that whole won- drous world that mages embrace. Mage tells us that you need to experience something for yourself to determine the truth of it. When you look at a piece of art from Mage, you can open your eyes and believe... whatever you want to believe. You see it for yourself, and you can make as important to you as you'like. A lot of time and words have been spent on the argument of what Mage is about and why. It’s about having fun. It about looking at things in a new way. And it’s about whatever you want to make it. “I’m nota teacher, but an awakener,” Robert Frost said. Mage isn’t a single rigid way to do things right; it’s a portal to whatever truths you give it. See that in the wonders and horrors on these pages — the terrors unleashed from mankind’s hope of progress ind security, the fantasies created in twisted ritual or sanctity. See for yourself the power of the Heavens, the call of the spirits, the soul of man and the body of the machine Open your eyes, and Awaken. Jess Heinig LAW/RENCE SNELLY Paes Sokal pee mood ea glicf Yar Sa00nND vy sign AAO) ru i rT ni pe a Rs] > = FP ga a. iy . 4 aie E : ae ee 4 a mis in ws =, ~ pre seeereemerncneeiaaat coh y > ‘ < ae wie Kos 2 AN, ARG = Fy i THE ITIAGE TRADITIONS EN ee aod Nor Ne ASN LM DVO Cre (WONDER, IMAGIC AND SUPERNATURAL INSIGHT. THROUGH, THEIR TEACHINGS THE TRADITIONS GIVE eR seo UIA ec ol soo) NET MCAS LL ey Reon eas ec SO Eo SNe ae Renn SN UML M RU eco ur Rotor See eo Nee Pe I Ah MYA tL Rec Oe MeN oot AND DIRECTION W/HILE THE YOUNG APPRENTICES AND DISCIPLES. AIGHT FOR THE BETTERITIENT OF TAR gee SM eA A Oasis St al ONLY SERVES TO BRING OUT THE HEROISIT OF EACH TRADITIONALIST W/H® HERALDS A BRIGHTER ‘TOMORROW OR BRINGS MAGIC TO A MORTAL, THE AKASHIC BROTHERHO@D OU ee oa NLS THE CELESTIAL CH@RUS Boe nae aU CUM ecg Usa BBB DON SSN ccc) a AANA ca) See ONC} OUT anc BRN ao eae AEDST NLS) THE TECHN@CRACY ITERATION X BET AAO DEC) Ie THE PROGENITORS aaa er BRA nc) THE ITIARAUDERS AND NEPHANDI | Ne Cee TR ATLA AL IAC Oe a ao i ca a eae oe | Raa Aer con eetone una MUA De aot ieee Aa Prem Wai ee emt CONES eNO Ra Sato akc Pha pee TEU a San Raa) PROMOTE PEACEFUL CONTETIPLATION. THEY SPOUSE THE Pena PN ROC] Clcan eter ciples tee SE ree y Pentecost \ ese AM Neve TUST AS THE WORLD WAS CREATED BY “THe DIVINE, AND (TAN CREATEDVAS PART OF STHAT WERLD))SD TOD DBES TTAN CONTAIN SPARK OF THE DIVINE, IN SERVICE 1@ DIVINITY, THE CELESTIAL CH@RUS SINGS @F DEV@TIGN AND peTy. BY RECUNTING HUTTIANITY WITH “The Sens @F CREATION AND eFENING THEIHUIMAN S®UL Te@yTHE TOUCH @F DiViné GRACE; THECHORUS SEEKS HARMONY FBR ALL PEOPLE, THROUGH FAITH AND AWARENESS EVERYENE CAN FEEL AGAIN THE SPARK OF HOLINESS Sing with us, and together our harmony creates horus greater than any single voice. Pray with us, and recognize the pute connection of divinity in everyone, The One is everywhere, even in you. — Deacon Sebastian Veyse, Knight of the Chorus 8 1. at creatine rere — aK. } s | 1 Sacer cy Sm US Rc Rec tL go UN) ESI ooh sys LOU a ON a ee oe Sra cui - sone go EVERY EXPERIENC DAN ote CPN ON gd UNITIATCHED KNOWLEDGE, INDULGENCE AND £XHILARA™ PAS Raa Mon a en Eamon ee ec See ce Cee Se Peet enna rE Tay Pe er een ec SMC CO een et ae Oe ey = Lee Amn censatlct musician Se Se Nea PEL DOK. ES OOO} S KOXOKOR) Kee NS Pe-AKERG OU ke Cong fs AL Ce CON Ue a aon ee a eo Les NeiooNlico in A-SI DAE One eat ot NMR Zot UNS ae ak ON es AMS LUD ESO Muar BSNS each hal ACO CHANTS AND FETISHES CALL TO A SIMPLER ITE WHEN cE eau a Sil) hem ee) DL era sNg on otc Er IN ge oe BAe OU SRL CL SIS SRPMS SRY By oAUn ges Reece aa aE @ (AND MESSAGES FRGIT THE REVERIE OF A SLUMTIBERING We're leaving gaping wounds in the Earth: shredded trees, extinct species, eT SU Boe Ce ka pollution scattered across the globe. Le UT ee plague and disaster? The Earth's soul cries for heating, but nobody listens. The arrogant constructs of man do not make him powerful, they make him a murderers SO eae OPA MU NAL EROS SSI) OR Tre Ut CoM age tM eS OTs ey OM Rec i ole tec ech ion} Ce 7 UA No Don MLE WEIGHT ©F RESPONSIBILITY FOR CLEANSING THE CYCLE OF EVIL BO em eee eats mer al el ea Same nn ce Nea A Meee ML ese RONG oa ee NZ ae ee RL Cl) Ta Aas POS Lele ag Vee ea Ue Game oc MI) iNae-amin FESR ress op ee oe Hee arte eee eerie rer ernie ce cary beeen to his brokeu mind? Or do you pe ya pe le ar PORT aE Reatcol pence teaps oth: Pape Peete ie (ernie Meda ae done, you have becone thal mucdecer. del in thal slep, Sir earn Laan Fae carey Coty ee loons arene ener l Sede Oa ae ZUR DER HERMES NT 7 Oo Petre eee toe gone nL) Dn eke Sara Dene nae Soin eo ee gt conc aes vee eRe Ray in We Pee TW an ALC Co PUNO: Sats PON ee Cecio feed ane Rot toed cutee eo RNS ne as eta ro eae Uno POWER, THE GRAND ALLIANCE'S ree een moter RP aoe penetra in) Eero aa) Cor ears } Ogee Bio PNT Sina Like everything else, magic flows cerfan rules: spells, chants names, rine, talismans — the all hold porve: Learn the er ei a a ara ae «a learn io break the rules, and that's where anything eos a — Mark Halligan Gillan, Hermetic rant ons PIONEERS AND ITIADITEN, THE SONS @F ETHER GATHER THE FAILURES AND CAST-OFFS OF SCIENCE TS BREATHE NEW LIFE INT@ THEIT EVERY SPARK @F CREATIVITY IS AN IDEA WAITING FOR AN INVENTION, IN THE SCIENCE THAT GTHERS-REFUSE-T® ACKNOW/LEDGE, THERE'S NOVELTY. /THE UNDEFINED CRACKS W/HERE SCIENCE CANT @R W/OKT EXPLAIN THE UNIVERSE — IN THESE FUZZY_AND/ UNCERTAIN SPACES — EVERYTHINGS PROBABLE, THE RIGHT THEORY, THE RIGHT T@OL AND ‘THE RIGHT DEDICATION C@/TBINE-T® MAKE THE W/ILD~ £5 DREAMS POSSIBLE: REBBST SPLDARS! SHRINK RAYS! DARK MATTER! QUANTUM UNCERTAINTY! TELEPATHIC HELMETS! GRAVITIC WaRPs! ALTH@UGH HUITANITY MUAY RECT THESE THEORIES, THE Sons @F ETHER FITBRACE THEM, NOTHING IS IMPESSIBLE FER A SCISNTIST_ WITH A VISION, Tf-you\want-a hard science that neatly ties up the cos- mos and explains it with a ribbon on top; you?re in the wrong universe.Newton’s nice little physics, proved wrang when space\and time are interchangeable. Einstein’s theories couldn't be reconciled with quantum mechanics. The universe is bigger than any one theory. Let me prove-it\to you. — Dr. Wilhelm Gottfried, g Ph.D., G professor of theoretical iL physies os Ws ca lif cally tk RS EN THEY CELEBRATE tea nen EE re se eee eee eta eres UY a CR AU Reo SA enc Pee NaT Tae en Ce aE eR LULA RS gee ML Ee aL ee ee =e) Fe CW RAUL UA ac AU Sse eo Ur eh OM RL PAP wm Oe hen Re MU Roe ae eA eon hie MCU LR feed Roam NLL otc AUITR oR AOU Re nea ON ANS 2 AS Ao Rog UID ae oon Ce ee CRE Le CU \ ane) ONES IME on) Counc ode cern oP) ROE au er Nao Ne THE COMING DEATH ©F CULTURE: Sager leas a 2 RUN Ua eg ae) LIBERATING IDE@LOGIES OF THE PAST, FROM VICTORIAN POETRY. WITH A FINE SPE w Soh c= oad RcubN en sic ons (COUNTERCULTURE. ‘THER MAGIC DRAWS. re aa U ONES ed Ee RL marca NZ NA Me ae aI) Da ee ENS eee. REBELLION, THEY REIECT CONFORITITY PSS eon kena PMs Saco es ferme Ts) Pato! Ce Sg Dera Cem peed DU as the world tue and f Peace | SUM Cotas eon ears CRAFTS, @RPHANS AND | DISPARATES [ie <8 ON ZL) LEARNED THE WAYS Sete cena fete= Fae MAGES COME FROM ALL WALKS OF LIFE LIKE ALL GTHER MAGES, TH@UGH, THEY FIND THEITISELVES THRUST INT UUM Reeve aT oe eee Rn ENC ane sc RC aoe SA eC ra tegee Se ee One PMU ears THAN ee aR est k etn UM men Crc ay THE TECHN@CRACY Brees p A a tN nt Pane ene tease Mo bct moLenn sal Sco eMC OM hay nuove Ar COR el) aL URecU mE ca ALL HUTTIANIDY, THE ITIAGES @F THis Uwi@n SUCCEEDED, BUT AT A HIGH PRICE. THE "TECHNOCRATIC UNION HAS GUIDED) THESX/@RLD T® A TECHN@LEGICAL AGE ITS [Neco oe ss 7 NE 2 Wetec Ai og Te UE cr hubzer ony ions) -\e SEA ut )-eRec ao tiNg eMC ie Woo YG (> OL Lo oan RRP) ae oy a) AMO olla SAM Re EO) MIR ae oN 0 ese lags v SNC EenG Ce Namo Do eR NRC GLE Bere Sa Nesp a ee Uma ily Mapong ITERATION % H@LDS THE PASTUTIASTERS @F SUCH CREATIONS, BE THEY cere oe ro Soak Mie koa geo PRA SCIENTIFIC THINKING, GUIDED BY THE PRECISION OF SENTIENT COTIPUTERS AND AUGITIENTED THROUGH CYBERNETIC TECHNOLIDGY, THE AGENTS @F TTERATIGN % EXPOUND UPON MATERIAL SCIENCE, CGITPUTER, ENGINE ING AND ROBBTIC DESIGN AS MEANS T@ MOVE PAST THE LIMITATIONS CRUeta: gh ice MORy eae ke Sines NAMES SU ue eee Rea (ets aca cocoa UA i ora CMON URN LS CU Sc ACE) eee ae eat aNd OR aC Me Manette a BET ge ee Ree ee RC ale Baa ee ee a) THEM TG THEIR CHOSEN SAFETY BY WHATEVER MEANS Riese ta RET here a CL “Uke HUMAN, BODY Is PERHAPS THERIOT Te TATE MACHINE. PREGENTTERS DIVE INTS) THAT HAGHINE, AND INT 6 LIV! THINGS WITH THE PURSUITS BF TE ARDAGENETICS, \Y/ITH, PRECISE WERK DISEASE AND SA\/GibiVES, MI@DIFICATION. AND TIACR®-EVELUTION, STILL, No SCATFEL CAN: leis, birth dete childhood injuries, dieoses = would you even be alive foday without the advent of medicine? No? Then how much is the-pursuit of that mmedcne worth fo you? 0h, Aiden Quinn, Progenitor geneginee (ond gerelic experimen) PAUL PHILLIPS You're not cleared for that. Cao ana = Bea) THE NEw W/@RLD ®RDER PE MeL hrc Ae Rot eNOS RING agi eZ eT ARIAL A a oso Cot peu Regd goto ong ec) feo DN Ma Cero a eee CR Let AU gO ASP ed nD) oc eNMay MM ont eS ee a peta 7S Neate mL eam ee Aad NW/@ CAREFULLY CHOOSES WHAT THE WORLD SEES AND HEARS, SUE Nea eID THE! SYNDICATE MINS SL -heas ONC OL aN ad PANO RN pale UV G MeL COOL fetes oie eee Ue fea AU o a eI aS 7M A ok (LUE NAN IMleneroly Money, THEY VE GOT THE CASH, THE, OSes cot MAL Seu Ps os Cel i ee Ree eh Ulla) oR aL an aoe | swipe a piece of plastic like so, and the numbers change DO Reena tS Ue Ree thousand people. | shake a hand, close a deal, and the Sa nee ce ee that you don't even see. It's said that money can't solve Pea ees a ee solves problems, it tells you which ones are worth solving. — Choe Yo'ng, Syndicate Vice President of Operations THE V@ID ENGINEERS LS Ape Real Mig eee ALO Dare: Wir Tea Ne ead NoPE sel a toe OLS OP Rern rs Me vet MORN RNR aa Vane ear Galig DISCOVERIES Y/TTH DITIENSIGNAL SCIENCE, THEY PIERCE THE ROG ee Un nae go ON Eom 7G ere Aa ue One ee SUTIPLY CANT BE ITEASURED... OR THE KNOWING OF IT MAY ober Er Naa Deer ke eR Soe eee Rema cou ona Pe eens et Lan Rona Cad Pee Cette ce oe Maas Cera tec oe aed Coane SUM ec aa Reo (with award for meritorious service) TTIARAUDERS AND NEPHANDI ‘THOUGH THE TECHNEGRACY AND TRADITIONS BATTLE FOR TIYSTIC SUPREMACY, OTHER FACTIONS VIE TO TEAR DOWN THER ENLIGHTENITINT. SOCTE MAGES, SD TWISTED BY GREED, PRIDE OR INSANITY, THAT) THEY CANNOT FSLL@W/ THE GUDING LIGHT OF EITHER GROUP, BIDE IN CORNERS WHERE EVEN OTHER TIAGES DREAD L@@RING. THE ITARAUDERS BEND THE W/@RLD ‘To SUIT THER QW/N TORMENTED INNER VISIONS, CRACKED BY HE REVELATIONS OF MAGI THESE MAGICIANS LIVE WRAPPED IN FANTASY, W/T\THE ROWER TO INFLICT THER STRANGE DESRES-AT NZILL-AND IMGST DAMTINED AND TERRIBLE OF ALL ARE THE NEPHANDI, WHOSE VERY SOULS ARE WARPED IN THEIR SERVICE TS DARK PEW/ERS GR GIBBERING GODS FROMM BEYOND. HUMAN SxPERIEICE, THE FALLEN GIVE UP ANY HOPE IN FAVOR OF-THE'TETAL, PRITIAL DESTRUCTION OF ‘THE UNIVERSE: JeHN Cops NVUDIGHS x31 oma anaes © Pat ei to farses} AS sak} ea Ne ote eet) etc 4 bares Nien er md et emt ay Sot Zsa eae Pod eee) Sem Nc = Bet Sa ce a ao AKASHIC EN WZ GeLCeNDA COAG) feu) NNT Sail 2 ME S/R SCN ac) aU Keo penn or PXscveo Larry MacDougall studied animation and illustration at Sheridan College and now i a full-time, freelance illustrator working in the horroriscfiffantasy market. His striking and evocative visuals have appeared in every White Wolf gameline since the very beginning of the company, and he has only gotten better with time. He currently resides in Hamilton, Ontario with his wife Patricia, |e difficult 6 alk about Guy Davis without gushing trom every pore about just how great he io. work with Beyond the fact {hat he's ove ofthe bes storytellers inthe world an! infTuences almost every ais we encounter, he's a super-nice fellow to boat Guy's Baker Sireer and Sandman Mystery Theatre were big influences on many of our Vampire artistssa it was only fiting to get Guy to work on the Vampire ines. Well, the math was a success, and we've made many a gorgeous and disturbing ‘book together, usually with the aid of longtime cohort, Locke. Leif Jones rules! Not many pieces have that jaw-dropping effect on people like Let's art does. Whether its hort, sci-fi ‘or fantasy, it's always a treat to get his arin and watch people ‘oh’ and “ah ever it, The boy is a powerhouse of unique visions and pever-seen-before storytelling perspectives, making hima, favorite among art directors and fans alike. Hiyeclectic style i a breath of fresh air in an industry littered with €opyeat ‘techniques and stifling clichés ‘Alex Shiekman siarted in the industry working for Marvel ‘Comics and Slave Labor Graphics, but he bas since worked his beautiful gothie style to great effect on Vampire: The Dark Ages, Rage and Mage: The Ascension. Andrew Robinson has done many wonderful comie projects that include Dusty Starr for Image and Starman for DC Comics He lives in Florida where i's nice and warm (and many a hot babe resides). When we need some Heavies, gangsters or thugs (hic is ‘often), its time to call Mike Danza, private eye. (No, he’s not really a Pl. but it sounds good.) Mike’s darkly chilling rmonoprints and ink drawings have gotten so good in the last few years, i's downright scary (literally). Mike lives in Brooklyn with his wife, Jennifer, who is also an illustrator, A relative newcomer, David Leti has already impressed ‘everyone to the point where it's hard o get his attention nowadays. Extraordinarily detailed pencil drawings began a career that has blossomed into masterful color paltings, the bes of which he’s done for the Legends ofthe Five Rings line for Five Rings Publish Andrew Trabbold is one of those artists who bits a stride every ‘0 often where his, work literally transforms into something ‘etter and more interesting than before without sacrificing song ideas and storytelling in the process. His classic “woodcut” and ‘fine line” ink techniquesare rare luxuries that ‘add depth to a Book that is unmistakably his. (Christopher Shy is 2 talented chap whose photorealistic and surreal work always get the motors running. He does te ful: time thing as a computer graphic artistfor Kinesoftby day. and the moonlights as an illustrator by night William © Connor is cur Rock of Gibraltar. He's done the more covers far White Wolf then any other anist, and deservingly so, Bi ‘was there way back in the beginning with Avs Magica before White Wolf was even an official company. The consummate professional and gentleman, Bills always there when you need him, He's gone: ‘on to become one ofthe most sought-after artists in the field ‘working on Magic The Gashering, Trinity and Dark Ages. ‘Tae lovechildl of Hunter S. Thompson and Tom Jones, Richard ‘Kane Ferguson, isa true wildman of the gaming and comi¢ book industry, His wildly kinetic and colorful card art has graced Magic The Gathering, Rage and Neverway, Richard runs Totem Stidio out of the back of his dad's antique store in Saratoga Springs, New York. ‘When it came down o redoing our signature characters forthe new edition of Vampire, Our frst thoughts were of John Van Fleet's work. Having produced beautiful and strikingly graphic art for Typhoid, Shadows Fall and X-Files, as well as caver at for out fiction division, itseemed only fting to set him loose in the World of Darkness and see what happened. What reslted were outstand= ing signature pieces that set anew standard for our industy/and one ‘of our most satisfying collaborations with an artist, Job ives in Chapel Hill, NC with his wife, Paige, andl daughter Grace ‘Mark Jackson's clean and beautifll art has been with White Wolf {ora long time with no signs of stopping. Hisdesigns for Lucita, ‘Amttole and Sascha Vykos helped define the Took of our Vampire ure characters which have gone on to become cornerstones i the White Wolf mythos. ‘One ofthe few original artists that’s still producing art for us, John Cobb's eerie and heavily gothic art keeps geiting stranger and more interesting as time goes on Joshua Gabriel Timbrook’s cbitibution to White Wolt is enormous. One of the original creators of the Vampire game, he helped establish much of the earlier fashion and attitude ofthe ‘game's Gothic-Punk Vision. Another of our most reliable atsts is Michael Gaydos, whose ‘beautiful and striking art has graced every gameline we've produced, Michaels a terrific storyteller, and he never fails to ‘press us with every project he tens in. Beyond his work for ‘White Wolf, his eomie book art ean be found in Inferno by Caliber Comics. Jason Felix is avery disturbed mortal whose artwork espouses ‘ordered chaos. His artwork has appeared in numerous supplements such as: Vampire: The Dark Ages. Changeling, Wraith: The Oblivion, and The Ascension trilogy book set by Robert Weinberg ‘His most recent work ean bo seen on the cover of Mage: Masters of the Ar Acfirst is hand wo notice Jeff Holt, as he's a very quiet fella, Then the frst thing you see is The Mustache, and it’s all downhill from there. Although clinically insane, his artwork has illuminated the pages af just about every White Wolf gameline. Its easy to see that this Imernationally Renowned Mlustrator i on the road to greatness (Cor Freeport) Lawrence Allen Williams is a fan-favorite, in all the best ways. Not only talented, he's also one of the nicest artists anyone can meet, especially atone of the many conventions he likes to attend, ‘LAW is still remembered fondly here for his habit, in the early days, of shoving up at the office before dawn and sapping in our ‘doorWay, his assignment held gently in his arms. That's dedication! ‘We expect to see great things from Toby Cypress in the years to come, as this talented newcomer to White Wolf continues to delight tus with his expressive, kinetic and well-drawn work ‘Talking to Drew Tucker is better than a full-body massage for relieving the stress and strain of everyday life. Ihe ever gets tired of attending An School (this time in NY, NY ) he could do well as ‘relaxation guru. Oddly encugh, his at, while dreamlike on ‘ecasion, has a pretty dark side- which is why we love him so. (One of the best kept secrets ofthe at world, Henry Higgenbotham creates starfingly beautiful sculpuures which we sien use as 2D images. Adored by women and admired by men. lenry can ereate anything inthe world trom the beaver skulls, old machine parts, broken toys and roadkil thar he stores away ia secret rooms on bis farm, Greg and Tim Hildebrandt are wo of the senminal jnluences oF ‘modem fantastic illustration, Theic works, both together and separately are inspirations for the imaginations of millions throughout the world, Known for their beautiful paintings on the Tolkien Calendars, the Unicorn Press special editions and an incredible number of trading cards, we were thrilled to work with ‘hem on the prelude of Sorcerers Crusade. One ofthe best at graphic illustration isthe delightful Mr. Dan ‘Smith, A veritable work-horse of the RPG indusiry and a main-stay lof the early days of White Wolt, his work is now seen all over Steve Jackson Games. ‘As Grand Poobaly Art Guy at DC Comics, Mark Chiarello already Ades the job of ten normal men, Add to his responsibilities books like Bannan: Black & White and we'xe amazed he found that time to create such a high-quality illustration as the Sorceror cover for us, But we're sure glad he did, ‘We've hada Tot of fun with Langdon Foss over the past couple of yeurs on a variety of gamelines including Trinity and Mage. His highly detailed line drawings area delight t0 peruse for those lle bits that add so much to his work. At the same time Langdon does tell a mean story with his illustrations, which is what we love to see Steve Ellis has issues. Fortunately he ean work them out in his insanely kinetic anwork, A master of the action seene, he combines ‘lovely touch with the pen and brush with some real Sorytelling abilities, So he’s OK, if you like that sort of thing. Which we do, Known as Don Ametto von Snackpants y-EI Bastardo ofthe Slotharms; the landed srstocrat, talented illustrator and award ‘winning print and web designer Ash Arnett is no stranger to controversy: Raised on his father, the Colone!’s plantation inthe Deep South he soon tired ofa life of Mint Juleps and hunting expeditions 0 the Congo. He spent some time as a designer? iMusteator/ant director with White Wolf but left Finally co stat his own design firm=or because he was disgusted by the tals inability to Keep aexisp crease in their pants Quinton Hoover is one of 6ur favorite artists and hasn't done {enough work wirhyus in the past few years. His highly designed Tinework has graced both our books and many Magic: The Gather- ing cards Heather McKinney's unique blend of lineart and zip has boen all over Mage forthe past several years luckily for us. Oddly enough, some of her illustrations feature chracters tht look like the real-life Phil Brucaro, We'll let you find them, bat here's a clue: he bis & beard, ‘One ofthe white knights ofthe RPG industry isthe truly gifted Jeff Laubenstein, Once one of the guiding visual lights over at FASA Games as art director and illustrator he nov fret from a very busy home somewhere in the midwest. Ifyou see Jeff ata convention tell him great be i> it's true but he just can't ‘seem to get it through bis head, Having ilustrated, designed and art directed for White WOlE for well Since before Vampire: The Masquerade was fist pobished Richard Thomas can’t believe he has to waite out his own bio. Besides being grumpy, he has illustrated for many, companies in and out of the RPG industry and was one of the original antisis| for Magic: The Gathering. There- i's done. ‘Omar Rayyan is another relative neweomer 10 White Wolf, yet his uncanny ability to render inthe style of the old masters mahs hima very different sort of illustrator, and one sure to delight with every new project. We've worked with Anthony Hightower for many years, before he graduated from art school infact, and he continues to be as ‘much a pleasure to work with as his paintings ae to view, We're hoping for many more years to come. Scott Baxa: is there any style this guy can’t work in? The computer art pieces that so perfectly captured the fel ofthe "Technocraey were his frst ries at that style- unbelievable! Although rumored tobe the ess attractive of the Baxa Boys, ‘we're sure Scotts wide-ranging ilustation talent will compen- sae for any imagined shortcomings. Better known for his work on Changeling: The Dreaming, Paul Philips manages to capture the more mystical, ethereal side of Mage with his beautifubink-work ‘What happens when you mix a New York wise-mouth withthe artworld? You get Kevin Murphy, once one ofthe hardest ‘working illustrators inthe Big Apple. Noc only did he do about a zillion bookcovers, he was also the illustrator for the Rolling Stones’ Bridges to Babylon alburm. But now he's turned his back fon the city and lives in the country, exhibiting in fine arts galleries and trying to figure out how to geta good NY restaurant to deliver. John Zeleznik is one of the wuly professional illustrators we've had the pleasure to work with in the RPG industry. A fantastic ist who also delivers the work as promised, when promised is areal treasure as his work for us and most of the her gaming, companies we ean think of testifies, Check out the incredible covers John has done for Palladium Books inthe past several years asan example ‘To keep from doing one more box design that would have surcly put him over the edge, Lawrence Snelly came to White Wolt in 1994 with a bag of free miniatures under one arm anda dream under the other. They Tater made him an art director where he oversaw Vannpire: The Masquerade, Vampire: The Dark Ages and his erowning achievement, Kindred ofthe East. He also ‘reelances as an ilusirator and his card artwork bas appeared in Magic The Gathering, Vampire The Eternal Struggle, Rage, Batesech and Dune, SPECIAL THANKS Te [ess HEINIG FOR THE DARKER, GRITTIER AND “K"LESS WORLD @F TAGE To PHIL BRUCAT® FOR THE INTENSITY AND EITIOTION, AND FOR CARING ABOUT EVERY ASPECT @F ITIAGE, INCLUDING THE ART Te AILeeN IILES AND LARRY SNELLY W/H® GUIDED M@ST @F THE ARTISTS IN THIS BOOK T@WARDS THE VISIONS SEEN HEREIN Mest ¢ ART WWIECK FOR RETURNING ITIAGIC T® MORE THAN ITERE SPELL LISTS CREDITS Book DESIGN, ART DIRECTION AND TYPESETTING: RICHARD TH@ITIAS WITH TAL@N DUNNING “WRITING: |éSS HEINIG ‘EDITING: CARL Bowen TTAGe GLyPHs; Rich THertias oo WHITE WOLF ‘Wolf Publishing Inc. Allg text herein ate co {by White Wolf Publishing In tes and themes. All mystical and rl elements ate ction and inendsd for entertainment ® Reader dicretion og call 1-$00-454- WOLF hie pacraiteolF nd re game str PRINTED IN CANADA. Dal [ee Ne ee THE ASCENSION REALITY @VERTHROWNI Bina ecleeee atom tterae carts MN tam Cotter mons Tc Sela ROEM arene mM Mog mut com eNO OR essai and faith. For centuries, they have battled to define existence and lead ETO Cen TNS ra nccntee keto aeeneeenny ernest toler nats PVvateme ene Ttee nt nrarercca re een Nets retre tone Ta ta al and the key to the cosmos itself — Ascension. Orecc MCU an NUNN ‘The Art of Mage: The Ascension draws together key art and symbolism Renee ene Enel eck ener eee sneer Receeent enn icone a erttec rte) Rata rat nen tant cnt day and beyond, as envisioned by heroic mages and super-scientists. Sn eee ertiieie een a eer eater sensation that delves into the past and future of: magic. THE ART @F ITIAGE: THE ASCENSION INCLUDES: Veena emia toate echt nterarecns Peter * Art from Alex Shiekman, Lief Jones, Guy Davis, David Leri, ones east * A look into the themes and inspirations behind both Mage: The Ascension and Mage: The Sorcerers Crusade from developers Phil Pera h eestor Ta WWW. WHITE-WOLF.COM ISBN 4-454-1 WW4620 $1495 US PRINTED IN

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