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Released in 2005, Mage: The Awakening is a roleplay game set in the New World of Darkness, a series of games published by White Wolf. The players characters in the game have access to magic, the ability to bend reality to their wills, but such power does not come without consequences. While Mages discover their powers they also discover that the contains a lot more then they thought. From factions attempting to use magic to control the world, to a dark abyss where horrible creatures seek entry into the world to devour it. All the while mages still have to deal with the mundane world, and how their new lives rarely mix well with their old ones.
 
Released in 2005, Mage: The Awakening is a roleplay game set in the New World of Darkness, a series of games published by White Wolf. The players characters in the game have access to magic, the ability to bend reality to their wills, but such power does not come without consequences. While Mages discover their powers they also discover that the contains a lot more then they thought. From factions attempting to use magic to control the world, to a dark abyss where horrible creatures seek entry into the world to devour it. All the while mages still have to deal with the mundane world, and how their new lives rarely mix well with their old ones.
  
Common Mage lore suggests that long ago in the past there was an island, called Atlantis, with a large imposing mountain in the centre, upon which dragons made their home. Humanity was at its infancy, consisting of barbaric tribes, and survival being the only thing that mattered against the monsters of the world. As the dragons left some humans had dreams of the island and sort it out, those that made it found caves of dragon bones that resonated with magic. As their magical ability developed, and their powers grew, they came to build the great city known as [[Atlantis (Awakening)|Atlantis]]. Other names have been suggested, such as Meru or Lemuria, but the truth has been lost to the ages.
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Common Mage lore suggests that long ago in the past there was an island, called Atlantis, with a large imposing mountain in the centre, upon which dragons made their home. Humanity was at its infancy, consisting of barbaric tribes, and survival being the only thing that mattered against the monsters of the world. As the dragons left some humans had dreams of the island and sought it out, those that made it found caves of dragon bones that resonated with magic. As their magical ability developed, and their powers grew, they came to build the great city known as [[Archived-Atlantis (Awakening)|Atlantis]]. Other names have been suggested, such as Meru or Lemuria, but the truth has been lost to the ages.
  
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== Genre Staff ==
  
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: '''Genre Storyteller''' (GST Awakening): [mailto:GST.awakening@beyondthesunset.org.au Shane McKinnie]
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== Characters ==
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For a list of all pages tagged as characters, see the category [[:Category:Archived-Awakening_Characters]], or look at the relevant Order, Path or city page (or category), which will list the relevant characters.
  
 
== Paths ==
 
== Paths ==
 
Every Mage upon awakening is drawn to a Watchtower, a realm within the Supernal world, where they sign their name and gain the ability to draw magic across Abyss. A watchtower helps define a mage, and the type of magic they can access often affects their personalities, but not always.
 
Every Mage upon awakening is drawn to a Watchtower, a realm within the Supernal world, where they sign their name and gain the ability to draw magic across Abyss. A watchtower helps define a mage, and the type of magic they can access often affects their personalities, but not always.
  
* [[Acanthus (Awakening)|Acanthus]] - Known as the '''Enchanters''' of the Awakened community. With their powers of [[Fate (Awakening)|Fate]] and [[Time (Awakening)|Time]] they often live in the moment. Seen by some as a breath of fresh air, and others as immature and childish.
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* [[Archived-Acanthus (Awakening)|Acanthus]] - Known as the '''Enchanters''' of the Awakened community. With their powers of [[Archived-Fate (Awakening)|Fate]] and [[Archived-Time (Awakening)|Time]] they often live in the moment. Seen by some as a breath of fresh air, and others as immature and childish.
* [[Mastigos (Awakening)|Mastigos]] - Called '''Warlocks''' by many, the Mastigos tend to see themselves as masters of all. They possess the powers of [[Mind (Awakening)|Mind]] and [[Space (Awakening)|Space]], and are often ruthless in using them to achieve their goals.
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* [[Archived-Mastigos (Awakening)|Mastigos]] - Called '''Warlocks''' by many, the Mastigos tend to see themselves as masters of all. They possess the powers of [[Archived-Mind (Awakening)|Mind]] and [[Archived-Space (Awakening)|Space]], and are often ruthless in using them to achieve their goals.
* [[Moros (Awakening)|Moros]] - Due to their mastery of [[Death (Awakening)|Death]] and [[Matter (Awakening)|Matter]] the Moros have earned the name '''Necromancers'''. They tend to have sombre views of the universe, knowing death treats all equally it's hard to maintain a view of good and evil.
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* [[Archived-Moros (Awakening)|Moros]] - Due to their mastery of [[Archived-Death (Awakening)|Death]] and [[Archived-Matter (Awakening)|Matter]] the Moros have earned the name '''Necromancers'''. They tend to have sombre views of the universe, knowing death treats all equally it's hard to maintain a view of good and evil.
* [[Obrimos (Awakening)|Obrimos]] - All Obrimos have a divine inspired Awakening, leading to them being called the '''Theurgists''' by other mages. With [[Forces (Awakening)|Forces]] and [[Prime (Awakening)|Prime]] at their sides they are often devoted to higher causes with neigh-unshakable wills.
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* [[Archived-Obrimos (Awakening)|Obrimos]] - All Obrimos have a divine inspired Awakening, leading to them being called the '''Theurgists''' by other mages. With [[Archived-Forces (Awakening)|Forces]] and [[Archived-Prime (Awakening)|Prime]] at their sides they are often devoted to higher causes with neigh-unshakable wills.
* [[Thyrsus (Awakening)|Thyrsus]] - With their deep connection to [[Life (Awakening)|Life]] and [[Spirit (Awakening)|Spirit]] the Thyrsus are known as '''Shamans''' to other Awakened. They are often known for following their primal natures, instinct and passion leading them over reason.
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* [[Archived-Thyrsus (Awakening)|Thyrsus]] - With their deep connection to [[Archived-Life (Awakening)|Life]] and [[Archived-Spirit (Awakening)|Spirit]] the Thyrsus are known as '''Shamans''' to other Awakened. They are often known for following their primal natures, instinct and passion leading them over reason.
  
 
== Orders ==
 
== Orders ==
 
For as long as the Awakened can remember there have always been the Diamond orders, recently they have become the pentacle with the inclusion of the Free Council.
 
For as long as the Awakened can remember there have always been the Diamond orders, recently they have become the pentacle with the inclusion of the Free Council.
* [[Adamantine Arrow]] - These '''Claws of the Dragon''' seek to protect the [[Penticle (Awakening)|Penticle]] through force. Their philosophy is the [[Adamant Way (Awakening)|Adamant Way]], a lifestyle that encourages strength and adaptability. It's members seek to prove their resolve and uphold their honour in the face of any conflict.
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* [[Archived-Adamantine Arrow]] - These '''Claws of the Dragon''' seek to protect the [[Archived-Pentacle (Awakening)|Pentacle]] through force. Their philosophy is the [[Archived-Adamant Way (Awakening)|Adamant Way]], a lifestyle that encourages strength and adaptability. It's members seek to prove their resolve and uphold their honour in the face of any conflict.
* [[Free Council]] - The youngest of the orders, the free council seeks to bring magic into the modern era. Often disbelieving of the old [[Atlantis (Awakening)|Atlantean]] tales, the Free Council members often believe that change is for the best and push the boundaries of both Science and Magic.
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* [[Archived-Free Council]] - The youngest of the orders, the free council seeks to bring magic into the modern era. Often disbelieving of the old [[Archived-Atlantis (Awakening)|Atlantean]] tales, the Free Council members often believe that change is for the best and push the boundaries of both Science and Magic.
* [[Guardians of the Veil]] - Descended from the '''Eye of the Dragon''' the Guardians see themselves as the police of all Awakened. Believing that [[Vulgar Magic (Awakening)|Vulgar Magic]] and [[Paradox (Awakening)|Paradoxes]] strengthen the [[Abyss (Awakening)|Abyss]] they do whatever it takes to keep magic a secret, and punish those who abuse it.
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* [[Archived-Guardians of the Veil]] - Descended from the '''Eye of the Dragon''' the Guardians see themselves as the police of all Awakened. Believing that [[Archived-Vulgar Magic (Awakening)|Vulgar Magic]] and [[Archived-Paradox (Awakening)|Paradoxes]] strengthen the [[Archived-Abyss (Awakening)|Abyss]] they do whatever it takes to keep magic a secret, and punish those who abuse it.
* [[Mysterium]] - Often known as the Lore Masters of the [[Penticle (Awakening)|Penticle]], these '''Wings of the Dragon''' are both old fashioned researches and Indiana Style Archaeologists. They seek to learn all they can from the past, both it's knowledge, and the lessons that lead to the fall [[Atlantis (Awakening)|Atlantis]].
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* [[Archived-Mysterium]] - Often known as the Lore Masters of the [[Archived-Pentacle (Awakening)|Pentacle]], these '''Wings of the Dragon''' are both old fashioned researches and Indiana Style Archaeologists. They seek to learn all they can from the past, both it's knowledge, and the lessons that lead to the fall [[Archived-Atlantis (Awakening)|Atlantis]].
* [[Silver Ladder]] - Descended from the priests and viziers of [[Atlantis (Awakening)|Atlantis]], collectively known as the '''Vox Draconis''', The Silver Ladder believes that its place is to lead the rest of the [[Penticle (Awakening)|Penticle]] mages. Their main goal is to reunite the [[Fallen World (Awakening)|Fallen World]] with the [[Supernal Realm (Awakening)|Supernal Realm]], so that all humans can access the magic that is their right.
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* [[Archived-Silver Ladder]] - Descended from the priests and viziers of [[Archived-Atlantis (Awakening)|Atlantis]], collectively known as the '''Vox Draconis''', The Silver Ladder believes that its place is to lead the rest of the [[Archived-Pentacle (Awakening)|Pentacle]] mages. Their main goal is to reunite the [[Archived-Fallen World (Awakening)|Fallen World]] with the [[Archived-Supernal Realm (Awakening)|Supernal Realm]], so that all humans can access the magic that is their right. Maintain the [[Archived-Cryptopoly]], a network of secret societies, with influence throughout the mortal world.
* [[Apostate]] - Apostates are mages that have not joined any Order of awakened and instead make do on their own. Often they do not even join a [[Cabal (Awakening)|Cabal]], which leads to much distrust from other members of the Awakened community.
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* [[Archived-Apostate]] - Apostates are mages that have not joined any Order of awakened and instead make do on their own. Often they do not even join a [[Archived-Cabal (Awakening)|Cabal]], which leads to much distrust from other members of the Awakened community.
  
  
 
=== The Others ===
 
=== The Others ===
  
* [[Seers of the Throne]]
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* [[Archived-Seers of the Throne]]
* [[Banishers]]
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* [[Archived-Banishers]]
* [[The Mad]]
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* [[Archived-The Mad]]
  
 
== Groups ==
 
== Groups ==
  
* [[Legacy (Awakening)|Legacies]] - Most mages, once able, join a Legacy.
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* [[Archived-Legacies (Awakening)]] - Most mages, once able, join a Legacy.
* [[Cabal]]s - Small groups, primarily local.
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* [[Archived-Cabals]] - Small groups, primarily local.
* [[Faction]]s - Large groups within each order.
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* [[Archived-Factions]] - Large groups within each order.
 
 
 
 
== Legacies ==
 
 
 
{| class="wikitable sortable" style="text-align:left;" border="1" cellpadding="2" cellspacing="0"
 
!Name
 
!Path
 
!Order
 
!Left Handed
 
!Book and Page
 
!Description
 
|-
 
|| [[Awakening Gambit]] || [[Acanthus]] || [[Adamantine Arrow]] || No || [[The Adamantine Arrow]] and Page 151 || The Awakening Gambit are a Legacy who seek to shunt people into situations where they are forced to Awaken in an attempt to create more mages. Their methods are not always successful, and can be quite dangerous (although the Gambit mages do their best to ensure that no lasting harm can befall their target), but the number of successes they do get indicate that their idea is a sound one
 
|-
 
|| [[Blank Badges]] || [[Acanthus]] || [[Free Council]] || No || [[The Free Council]] and Page 94 || Dedicated idealists and revolutionaries against the whole of the Awakened establishment (including the Free Council), the Blank Badges are direct heirs to the Nameless traditions of the pre-Council era. They’re magical anarchists and rebels, striking the Seers for preference but also any traitor who tries to stay their hand or parlay with the Throne.
 
|-
 
|| [[The Daoine]] || [[Acanthus]] || Any || No || [[Legacies: The Sublime]] and Page 34 || The Daoine are Acanthus who attempt to emulate Fae justice. They punish those who have violated their obscure codes and reward those who have acted virtuously. These mages are masters of the hex and curse, using their powers to perform their duties against violators of their own codes or the scruples of whoever hires them.
 
|-
 
|| [[The House of Ariadne]] || [[Acanthus]] || Any || No || [[Legacies: The Sublime]] and Page 34 || The House of Ariadne is a Legacy devoted to urbanity. They are attracted to everything about city life, good and bad, for it is from the city that they gain the power to see into past and future. They walk the paths of the ley lines and the lesser lines they call Ariadne's threads crisscrossing the city, and use the symbols they see along the way to interpret the future.
 
|-
 
|| [[The Pygmalian Society]] || [[Acanthus]] || Any || No || [[Legacies: The Sublime]] and Page 64 || The Pygmalian Society believes that art – true Art, that is – is a link to the Supernal, given its quality to provoke and inspire people, and it is a link that even Sleepers can use. The Society thus seeks to inspire artistic emotions in the Sleepers it interacts with, in the hopes of Awakening them from Sleep via a great induced moment of creative epiphany.
 
|-
 
|| [[Singers in Silence]] || [[Acanthus]] || [[Mysterium]] || No || [[The Mysterium]] and Page 169 || These mages have an almost instinctive understanding of death and its hold on those around them. Theirs is the power to summon and create ghosts, and to read the strands of fate and death to see those who are marked and fated to die soon. This knowledge cannot be suppressed or easily ignored, and as a result of their connection to death the Singers are warped in mind, body and soul.
 
|-
 
|| [[Sisterhood of the Blessed]] || [[Acanthus]] || [[Silver Ladder]] || No || [[The Silver Ladder]] and Page 164 || This Legacy is an up-until-recently exclusive to high-class women group whose networking and attainments are focused on helping members avoid the social prejudice levied against them. They are skilled in subtle Fate and Mind magics to assist their endeavours and keep themselves from accruing too much unwanted attention stemming from their power.
 
|-
 
|| [[Skalds]] || [[Acanthus]] || Any || No || [[Legacies: The Ancient]] and Page 82 || The Skalds are the heirs to a truly ancient practice known across the world; that of the singing storyteller and songwriter. They are superlative musicians and writers, and use these skills to move audiences of Sleeper and mage to joy, sorrow, anger, or any other emotion the bard cares to conjure.
 
|-
 
|| [[Storm Keepers]] || [[Acanthus]] || Any || No || [[Tome Of The Watchtowers]] and Page 38 || The Storm Keepers have guarded humanity against the forces of nature unchecked for many centuries. They have an almost intuitive ability to comprehend the weather systems of the world. Their powers give them control over storms and any collateral effects of storms, as well as the ability to predict the effects their abilities will have once employed, the better to be fully warned of the consequences of their meteorological meddling.
 
|-
 
|| [[Tamers of Winds]] || [[Acanthus]] || Any || No || [[Legacies: The Ancient]] and Page 65 || This Elemental Legacy specialises in the element of Air. The Tamers of Winds seek and dispense truth and good judgement, serving as judges and counsellors to Sleepers and the Awakened. They can read truths on the wind and delve into the minds of others.
 
|-
 
|| [[Walker in Mists]] || [[Acanthus]] || [[Mysterium]] || No || [[Mage: The Awakening]] and Page 358 || The Walkers in Mists are an order of mages who draw their wisdom and power from the natural world around them, rather than the tomes and scrolls so beloved of their fellow Awakened. They’re masters of manipulating the continuum of nature they call the Mists to gaze upon and travel to places far removed from their own selves in the blink of an eye.
 
|-
 
|| [[The Carnival Melancholy]] || [[Acanthus]] || [[Silver Ladder]] || Yes || [[The Silver Ladder]] and Page 182 || Awakened charlatans and conmen, the mages of the Carnival Melancholy harvest the souls of the Sleepers they dupe and use them to bolster their own chances of success. Their philosophy stems from the Depression and sees the Awakened as a nation of fugitives, doing what they can to survive and attain the Imperium Mysteriorum on the backs of the Sleepers.
 
|-
 
|| [[Bearers of the Eternal Voice]] || [[Mastigos]] || [[Guardians of the Veil]] || No || [[Guardians of the Veil]] and Page 163 || The propagandists of old Atlantis, the Bearers of the Eternal Voice are masters of subtle persuasion and using the power of the spoken word to change people’s minds, thoughts, and memories. Their task is to shore up the ranks of the Awakened against disobedience and heresy, and to manipulate those whose skills or contacts are required by the Awakened world.
 
|-
 
|| [[Bene Ashmedai]] || [[Mastigos]] || [[Silver Ladder]] || No || [[The Silver Ladder]] and Page 186 || Goetic mages who hark back to an apprentice of Solomon the Wise, and his pact with a demon king named Asmodai, the Bene Ashmedai seek enlightenment through excess and to serve the Silver Ladder. Their powers over goetic demons are formidable, though of a different nature to those of the Claviculari.
 
|-
 
|| [[Brotherhood of the Demon Wind]] || [[Mastigos]] || [[Adamantine Arrow]] || No || [[The Adamantine Arrow]] and Page 157 || Descended from a man who is claimed to have spoken with the ghost of a true dragon, the Brotherhood is devoted to mastering the secret that the dragon taught their founder; the power of the onikaze, the demon wind. They are expert at stepping along the boundaries of space and time, and are practically impossible to best in blade-to-blade combat by virtue of their incredible unpredictability.
 
|-
 
|| [[Clavicularus]] || [[Mastigos]] || [[Silver Ladder]] || No || [[Legacies: The Sublime]] and Page 13|| The Claviculari practise goetic magic, the art of dealing with the demons that live within their Oneiroi and govern their sins. They also learn the names and seals required to bind these demons.
 
|-
 
|| [[Liberatores]] || [[Mastigos]] || Any || No || [[Tome of the Watchtowers]] and Page 67 || The Liberatores, as the name would suggest, are devoted to the abolition of slavery worldwide, though they also serve to resist anything they believe to be economic oppression or the use of mental and emotional abuse to achieve control.
 
|-
 
|| [[Reality Makers]] || [[Mastigos]] || [[Silver Ladder]] || No || [[The Silver Ladder]] and Page 171 || These mages are masters of making phantasmal items and hiding the true nature of mundane ones to suit their needs. Their powers are commonly put to use in their philosophy helping themselves and others of lower wealth and class to make their way in the world, creating money and documentation to give themselves the advantages they otherwise lack.
 
|-
 
|| [[Reality Stalkers]] || [[Mastigos]] || [[Mysterium]] || No || [[The Mysterium]] and Page 173 || The Reality Stalkers are mages who focus on bending and warping space and perception. A common use for their powers is to acquire lost or heavily protected items of use; however, the Stalkers are also devoted to studying the cracks in reality which their powers exploit, for some believe that within these cracks lie ancient secrets, powerful Artefacts, and even a physical bridge to the Supernal Realms.
 
|-
 
|| [[Sphinxes]] || [[Mastigos]] || [[Mysterium]] || No || [[Legacies: The Ancient]] and Page 91 || The Sphinxes find Supernal truths and Oracular messages in the patterns they observe in all facets of life, by solving riddles in the mundane facets of existence. They specialise in finding and solving puzzles and ciphers, or finding hidden paths out of places. They are capable of learning truths without needing to know any facts.
 
|-
 
|| [[Subtle Ones]] || [[Mastigos]] || [[Guardians of the Veil]] || No || [[Mage: The Awakening]] and Page 352 || The Subtle Ones attempt to influence society from behind the scenes. They gain the power to influence the minds of people, alter their auras, or travel unnoticed, all while attempting to change society according to a preconceived pattern.
 
|-
 
|| [[Tamer of Caves]] || [[Mastigos]] || Any || No || [[Legacies: The Ancient]] and Page 28 || This Elemental Legacy specialises in the element of Ether. The Tamers of the Cave seek death so that others might Awaken. They create a strange substance called an etheric mirror, which allows them to freely walk in and out of Twilight.
 
|-
 
|| [[The Threnodists]] || [[Mastigos]] || [[Free Council]] || No || [[Legacies: The Sublime]] and Page 107 || The Threnodists are a curious techgnostic Legacy who believe that magic has a scientific basis made evident through quantum mechanics. They perceive themselves as scientists, and attempt to give off an aura of learning; however, most other mages see them as simply insane.
 
|-
 
|| [[Dreamers of the Black Sun]] || [[Mastigos]] || Any || Yes || [[Shadows of Mexico]] and Page 107 || The Dreamers of the Black Sun are a Mexico-based cult of destruction that seeks to destroy life in the service of their god, Tamoanchan. Their magic directly manipulates fear, even to the point where they can damage and blind people through the power of fear alone.
 
|-
 
|| [[The Fangs of Mara]] || [[Mastigos]] || Any || Yes || [[Legacies: The Sublime]] and Page 138 || The Fangs are a Legacy known for practising Abyssal magic, especially when it relates to fear. Most mages stop there and assume they're like the Scelesti. But the Fangs of Mara don't worship the acamoth; indeed, they plan to destroy them, and believe the best way to do this is to turn their own weapons against them.
 
|-
 
|| [[Bokor]] || [[Moros]] || Any || No || [[Tome of the Watchtowers]] and Page 95 || These mages are unusual amongst the Moros in that, unlike most members of their path, they see death not a serene, calm experience, but as a violent and painful process. The see the bodies of the dead as being mere shells, and so have no qualms about using them as servants or soldiers. Interesting to note is that their ethics are tightened when it comes to dabbling in souls; the Bokor philosophy does not allow that to imprison or sever souls, though they can be used to create revenants.
 
|-
 
|| [[Forge Masters]] || [[Moros]] || Any || No || [[Legacies: The Ancient]] and Page 72|| Awakened artisans and craftsmen beyond parallel, the Forge Masters are the supreme alchemists, item crafters and Imbuers of the Awakened world. Even the mundane items they make are of exceptional quality and the greatest among them can use their own souls as forges to conjure items from thin air.
 
|-
 
|| [[The Stone Scribes]] || [[Moros]] || [[Mysterium]] || No || [[Legacies: The Sublime]] and Page 95 || The Stone Scribes are a Legacy devoted to finding and recording the Final Names of the dead and the dying, in the hope that someday they will be able to work backwards from all the names of power they have collected to reconstruct the names of dead Atlantean archmages and conjure up their shades, seeking genuine Atlantean magic from these ghosts.
 
|-
 
|| [[Tamers of Stone]] || [[Moros]] || Any || No || [[Legacies: The Ancient]] and Page 57 || This Elemental Legacy specialises in the element of Earth. The Tamers of Stone are builders, masons, and architects, who lay out Supernal symmetry in their designs and who remain steadfastly on the ground with the common people, despite their Awakened condition.
 
|-
 
|| [[Thread Cutters]] || [[Moros]] || Any || No || [[Legacies; The Ancient]] and Page 100 || The Thread Cutters are the self-appointed guardians of destiny. They read the fates of others, and groom or destroy them in accordance with what they find to be their subject's proper role in the tapestry of fate. They serve beings embodying fate, which they call the Three, who weave a person's thread of fate, measure it to the appropriate length, and sever it once it has reached its end.
 
|-
 
|| [[Uncrowned Kings]] || [[Moros]] || [[Free Council]] || No || [[Mage: The Awakening]] and Page 363 || The Uncrowned Kings are alchemists, though their studies transcend the vulgar work of other Awakened alchemists. Theirs is alchemy of the soul, designed to refine the purest essence of the soul out of the dross of sorrow and pain.
 
|-
 
|| [[Votaries of the Ordained]] || [[Moros]] || [[Guardian of the Veil]] || No || [[Guardians of the Veil]] and Page 169 || The Votaries of the Ordained are mages who devote everything they are to protecting an important item, person or place from supernatural interference, although their stewardship over each item only lasts until that item has fulfilled its worldly significance.
 
|-
 
|| [[Wraith of Epochs]] || [[Moros]] || [[Mysterium]] || No || [[The Mysterium]] and Page 180 || The Wraiths are mages who reject the modern world and eschew its technologies as distractions from the power and true ways of the Supernal and the Awakened. They have incredible power to look into and draw upon the past but lose their ability to wield the tools of the present to best effect.
 
|-
 
|| [[The Cult of the Doomsday Clock]] || [[Moros]] || Any || Yes || [[Legacies: The Sublime]] and Page 128 ||
 
|-
 
|| [[Tremere Liches]] || [[Moros]] || Any || Yes || [[Mage: The Awakening]] and Page 363 || The Tremere Liches are mages who have been infected with the power of a presumed-extinct bloodline of vampires called the Tremere. They are gifted with immortality, but only as long as they consume the souls of mortals to sustain it.
 
|-
 
|| [[Secret Order of the Gate]] || Any || [[Seers of the Throne]] || Kind of || [[Seers of the Throne]] and Page 178||
 
|-
 
|| [[Echo Walkers]] || [[Obrimos]] || Any || Yes || [[Legacies: the Ancient]] and Page 121 ||
 
|-
 
|| [[Devourers of the Flesh]] || [[Thyrsus]] || [[Adamantine Arrow]] || Yes || [[The Adamantine Arrow]] and Page 160 ||
 
|-
 
|| [[The Austere]] || Any || Guardian of the Veil || Yes || [[Guardians of the Veil]] and Page 172 ||
 
|-
 
|| [[Gaolers of Ialdabaoth]] || Any || Any || ? || [[Grimoire of Grimoires]] and Page 83 ||
 
|-
 
|| [[Path of the Book]] || Any || Any || ? || [[Grimoire of Grimoires]] and Page 123 ||
 
|-
 
|| [[The Quiescent]] || Any || Any || ? || [[Mage Noir]] and Page 176 ||
 
|-
 
|| [[Name]] || [[Path]] || [[Order]] || No || [[Book]] and Page || Description
 
 
 
|}
 
  
 
== Consilii of Australia ==
 
== Consilii of Australia ==
Line 144: Line 51:
 
* [[Canberra Awakening|Canberra]]
 
* [[Canberra Awakening|Canberra]]
 
* [[Melbourne Awakening|Melbourne]]
 
* [[Melbourne Awakening|Melbourne]]
* [[Perth Awakening|Perth]]
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* [[Perth-Awakening|Perth]]
 
* [[Sydney Awakening|Sydney]]
 
* [[Sydney Awakening|Sydney]]
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* [[Adelaide Awakening|Adelaide]]
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== GST Items ==
 +
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* [[Archived-National Awakening History]]
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[[Category:Archived-Awakening| ]]

Latest revision as of 11:02, 13 November 2017

Overview

Released in 2005, Mage: The Awakening is a roleplay game set in the New World of Darkness, a series of games published by White Wolf. The players characters in the game have access to magic, the ability to bend reality to their wills, but such power does not come without consequences. While Mages discover their powers they also discover that the contains a lot more then they thought. From factions attempting to use magic to control the world, to a dark abyss where horrible creatures seek entry into the world to devour it. All the while mages still have to deal with the mundane world, and how their new lives rarely mix well with their old ones.

Common Mage lore suggests that long ago in the past there was an island, called Atlantis, with a large imposing mountain in the centre, upon which dragons made their home. Humanity was at its infancy, consisting of barbaric tribes, and survival being the only thing that mattered against the monsters of the world. As the dragons left some humans had dreams of the island and sought it out, those that made it found caves of dragon bones that resonated with magic. As their magical ability developed, and their powers grew, they came to build the great city known as Atlantis. Other names have been suggested, such as Meru or Lemuria, but the truth has been lost to the ages.

Genre Staff

Genre Storyteller (GST Awakening): Shane McKinnie

Characters

For a list of all pages tagged as characters, see the category Category:Archived-Awakening_Characters, or look at the relevant Order, Path or city page (or category), which will list the relevant characters.

Paths

Every Mage upon awakening is drawn to a Watchtower, a realm within the Supernal world, where they sign their name and gain the ability to draw magic across Abyss. A watchtower helps define a mage, and the type of magic they can access often affects their personalities, but not always.

  • Acanthus - Known as the Enchanters of the Awakened community. With their powers of Fate and Time they often live in the moment. Seen by some as a breath of fresh air, and others as immature and childish.
  • Mastigos - Called Warlocks by many, the Mastigos tend to see themselves as masters of all. They possess the powers of Mind and Space, and are often ruthless in using them to achieve their goals.
  • Moros - Due to their mastery of Death and Matter the Moros have earned the name Necromancers. They tend to have sombre views of the universe, knowing death treats all equally it's hard to maintain a view of good and evil.
  • Obrimos - All Obrimos have a divine inspired Awakening, leading to them being called the Theurgists by other mages. With Forces and Prime at their sides they are often devoted to higher causes with neigh-unshakable wills.
  • Thyrsus - With their deep connection to Life and Spirit the Thyrsus are known as Shamans to other Awakened. They are often known for following their primal natures, instinct and passion leading them over reason.

Orders

For as long as the Awakened can remember there have always been the Diamond orders, recently they have become the pentacle with the inclusion of the Free Council.

  • Archived-Adamantine Arrow - These Claws of the Dragon seek to protect the Pentacle through force. Their philosophy is the Adamant Way, a lifestyle that encourages strength and adaptability. It's members seek to prove their resolve and uphold their honour in the face of any conflict.
  • Archived-Free Council - The youngest of the orders, the free council seeks to bring magic into the modern era. Often disbelieving of the old Atlantean tales, the Free Council members often believe that change is for the best and push the boundaries of both Science and Magic.
  • Archived-Guardians of the Veil - Descended from the Eye of the Dragon the Guardians see themselves as the police of all Awakened. Believing that Vulgar Magic and Paradoxes strengthen the Abyss they do whatever it takes to keep magic a secret, and punish those who abuse it.
  • Archived-Mysterium - Often known as the Lore Masters of the Pentacle, these Wings of the Dragon are both old fashioned researches and Indiana Style Archaeologists. They seek to learn all they can from the past, both it's knowledge, and the lessons that lead to the fall Atlantis.
  • Archived-Silver Ladder - Descended from the priests and viziers of Atlantis, collectively known as the Vox Draconis, The Silver Ladder believes that its place is to lead the rest of the Pentacle mages. Their main goal is to reunite the Fallen World with the Supernal Realm, so that all humans can access the magic that is their right. Maintain the Archived-Cryptopoly, a network of secret societies, with influence throughout the mortal world.
  • Archived-Apostate - Apostates are mages that have not joined any Order of awakened and instead make do on their own. Often they do not even join a Cabal, which leads to much distrust from other members of the Awakened community.


The Others

Groups

Consilii of Australia

GST Items