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.