Professional Documents
Culture Documents
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
Orders
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.
Landscape
Creatures
Lex Magica