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Mage: The Awakening (Important Facts)

For more in depth information, see the Mage: The Awakening core rulebook.

Ancient History:

 In ancient times mages began awakening. All had dreams of an island, and were drawn to it.
 Upon this island they formed their society, Atlantis
 Peace reigned for many years, but eventually the inevitable occurred.
 Mage turned on mage in the first mage war.
 The Exarchs shattered their staircase to the Supernal realm, where they drew their power from, and in the
process created the Abyss, blocking the Supernal from the Fallen World.
 The fallen mages were left without power, and they fled across the land.
 Magical power became harder and harder to draw.
 Then the Oracles, five magical nobles created the watchtowers, to channel magic down into the Fallen
World, so magic would stir once more.

Awakening:

 The awakening is a great ordeal for many mages, they are blessed with moments of all knowledge, before
their minds try to lock it away, in disbelieve.
 But the truth draws them in again, until the face the Mystery Play, the symbolic awakening of a mage.
 All magic is channelled through the soul, without it, magic cannot be performed.
 Quinescence is the Abyss fighting back against the Awakenings of mages.
 Sleepers observing magic create stirrings in the abyss, which may result in Paradoxes, events where the
mages lose power of their magic.

Paths

 Arcanthus ‘Enchanters’ Fate/Time


 Magistos ‘Warlocks’ Mind/Space
 Moros ‘Necromancers’ Death/Matter
 Obrimos ‘Theurgists’ Forces/Prime
 Thyrsus ‘Shamans’ Life/Spirit

Orders

 Groups of mages all bound together to one goal


 Requires an individual initiation into the group
 Members must promote the goals and adhere to the rules

 Adamantine Arrow Defenders/Warriors Defenders of all Mages


 Free Council Rebels/New Age Democracy should be enforced
 Guardians of the Veil Assassins/Manipulators Never let the Sleepers find out
 Mysterium Scholars/Seers Knowledge is power
 Silver Ladder Lords/Rulers Release the truth to Awaken
 Seers of the Throne Magic Devourers Destroy knowledge and mages
 Banishers Mage Hunters Awakening is a curse
Cabals

 A group of Awakened who live together for protection, friendship, knowledge, power.
 Generally take on a theme.
 Hold a territory that they monitor.

Consulii

 The group of mages that enforce and make decisions at a state level.
 Each is capable of bringing down the law on mages, cabals, or other beings/creatures/organisations.

 Heirach (1) The Leader


 Councilor (5) Advisors to the Heirach
 Provost (6) Enforcers of the Council’s will
 Heralds (?) Representatives of the Council
 Sentinel (?) Enforcers and warriors of the Council

Landscape

 Sanctum Home base or living quarters for mages.


 Resonance All locations have a resonance, effected by ideals/emotions and causing the same.
 Hallows Places of magical energy which the Awakened can draw mana through.
 Demesenses Places which have been cleared with a soul stone. All magic is subtle.
 Ruins Ancient buildings full of lost knowledge.
 Twilight The Ephemeral state of the Fallen World, filled with creatures of Shadow.
 Gauntlet The path between the Twilight and the Shadow Realm.
 Verges Locations where the Gauntlet is weak.
 Shadow An Ephemeral, twisted reflection of our own world.

Creatures

 You know the following creatures exist.


 Vampires
 Werewolves
 Ghosts
 Spirits
 Changelings
 Plus many others besides, most tales of mythical creatures originated from somewhere.

Lex Magica

 Performing Vulgar magic before a Sleeper is punishable to varying degrees.


 Giving information of magic to Sleepers is punishable to varying degrees.

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