Designers | Bill Bridges, Conrad Hubbard |
---|---|
Publishers | |
Publication |
|
Genres | Personal horror |
Systems | Storytelling System |
Series | Chronicles of Darkness |
ISBN | 1-58846-418-0 (first edition) |
Mage: The Awakening is a tabletop role-playing game originally published by White Wolf Publishing on August 29, 2005, and is the third game in their Chronicles of Darkness series. The characters portrayed in this game are individuals able to bend or break the commonly accepted rules of reality to perform subtle or outlandish acts of magic. These characters are broadly referred to as "mages".
As with the other games in the Chronicles of Darkness, the history presented in the game provides for some ambiguity. However, the "origin story" of magic and mages is less ambiguous than that of vampires or werewolves.
In the mythic past, a mysterious island existed with a single towering mountain, encircled by dragons that lived upon its summit. The mountain called to humanity through dreams and visions. Over time, the dragons left and the mountain continued to call. Some humans answered the call and sought it out. The humans who moved there discovered the first secrets of magic, and through magic they created the mighty city-state now known as Atlantis, Meru, Lemuria, etc. though its true name has been lost to time.
Over time, the mages became filled with hubris, and began fighting over how best to lead the world. The battle separated the Earth into the Fallen World and the Supernal Realm, with the chasm of the Abyss in between. The Fallen World is the world where humanity now exists, and the Supernal realm is the realm of magic, where the victorious mages of long ago now reside. The Abyss that separates the two worlds prevents most of humanity from awakening to magic and hampers the power of mages trapped in the Fallen World.
Mages believe that the Supernal Realm is the truth of reality and the origin of magic. It is ruled by the Exarchs, powerful mages who have established themselves as its rulers. The Exarchs wish to snuff out the memory of "Atlantis" and knowledge of magic so that they will remain the supreme masters of reality. They are more godlike forces than human beings now; however, this means that they must influence the Fallen World through servants.
Resistance against the Exarchs is possible because of the Oracles, a small number (probably five) of Atlantean mages who also reached the Supernal Realm. They each created (or maybe are) one of the Watchtowers, which are locations in the Supernal Realms that can cut through the Abyss. They serve as paths towards magic, allowing Sleepers (humans unaware of magic) to awaken to it. Each mage visits a Watchtower during their Awakening—through means perhaps accidental, or perhaps resulting from a person's nature or understanding—and their magical abilities are forever affected by that journey.
Fragments of the organizations, artifacts and writings from the First City survive to the present day, and mages hope to use this knowledge to further their various causes, by gaining a stronger connection to the Supernal Realm.
The process of awakening can be slow or fast, but there are two major ways in which the event may manifest: the Mystery Play (in which the mage's senses blur the real world and the magical symbolism of their awakening) and the Astral Journey (which takes place entirely within a dreamscape of the prospective mage). In both sorts of "awakenings", the mage-to-be goes on a journey that culminates with them arriving at or in their respective Tower and inscribing their name upon it.
There are five Paths of Magic that have a sympathetic connection to one of the Five Watchtowers, each with a particular style and focus. A Mage's Path is decided with his or her awakening.
After awakening, a mage typically joins one of the five Orders, although some choose to remain free of political connections, or remain outside of mage society due to ignorance, and are called apostates. The Five Orders are united in their opposition to the Exarchs, and four claim a heritage going back to the First City.
The Orders have competing agendas and opposing beliefs, leading to a lack of cooperation and trust, however this does not lead to open warfare between the Orders. When enemies of the Orders, such as the Seers of the Throne, appear, the Orders put aside their differences, as their squabbles are petty compared to the battle between the Oracles and the Exarchs.
Legacies are an optional third grouping, literally portrayed as refinements of one's soul that are passed on from master to student. These grant additional innate benefits, including abilities and gifts called Attainments, which are exempt from the usual Paradox. Certain Legacies exist—which might practice unwholesome arts such as necromancy or infernalism, or perhaps simply espouse political views that are unpopular amongst local mages—known as Left-Handed Legacies. They are largely meant as antagonists rather than player characters. Many who practice these have a low Wisdom score, representing a progressive moral decline that comes from practicing them.
Magic is simply the ability of a mage (or "willworker") to impose their will onto reality. Mages are able to do this because of their sympathetic connection to the Watchtowers in the Supernal Realms, because their names are inscribed upon it, and because they realize the Fallen World is a lie.
A mage's power, or level of awakening and understanding of the depths of the Supernal, is called Gnosis.
Arcana represent the understanding a mage has over particular facets of reality, and govern their ability to affect those aspects. Subtle Arcana (Death, Fate, Mind, Prime, and Spirit) are those that deal with the more ephemeral matters of existence, while Gross Arcana (Forces, Life, Matter, Space, and Time) are those relating to the physical aspects of the world.
Covert spells are those that do not outwardly appear magical, and therefore do not automatically risk backfiring (called Paradox), while Vulgar spells are unmistakably magical, and risk backfiring. All spells have a greater risk of Paradox when they are cast in the presence of Sleepers, or non-Awakened humans. Supernatural beings, or humans that have some hint of the supernatural about them (i.e. Ghouls, Sleepwalkers, and Wolfblooded) do not contribute to Paradox.
Mage: The Awakening was published by White Wolf Publishing on August 29, 2005, as a 400-page hardcover book, following a pre-release sale at the gaming convention Gen Con on August 18–21. The game had originally been planned to be released two weeks earlier, but was delayed as developer Bill Bridges and the game design team wanted to refine and further detail the game's magic system, adding 80 pages of content in the process. Fantasy artist Michael Kaluta was the sole artist for the core rulebook's interior art, drawing over 100 illustrations for it. [1]
Title | Original release | ISBN | Publisher | Notes |
---|---|---|---|---|
Mage: The Awakening | August 29, 2005 [1] | 1-58846-418-0 | White Wolf Publishing [1] | Core rulebook for the game's first edition [1] |
Boston Unveiled | October 2005 | 1-58846-419-9 | White Wolf Publishing [2] | Sourcebook for Boston [2] |
Sanctum and Sigil | November 2005 | 1-58846-420-2 | White Wolf Publishing [3] | Sourcebook for mage society and politics [3] |
Legacies: The Sublime | January 2006 | 1-58846-425-3 | White Wolf Publishing [4] | Sourcebook for mage legacies [4] |
Guardians of the Veil | February 2006 | 1-58846-426-1 | White Wolf Publishing [5] | Sourcebook for the culture and history of Atlantis [5] |
Tome of the Watchtowers: A Guide to Paths | April 17, 2006 [6] | 1-58846-427-X | White Wolf Publishing [6] | Sourcebook for magic paths [7] |
Secrets of the Ruined Temple | May 2006 | 1-58846-422-9 | White Wolf Publishing | |
Reign of the Exarchs | July 2006 | 1-58846-428-8 | White Wolf Publishing | |
Tome of the Mysteries | November 2006 | 1-58846-429-6 | White Wolf Publishing [8] | Sourcebook for the game's magic system [8] |
Legacies: The Ancient | January 2007 | 1-58846-430-X | White Wolf Publishing | |
Intruders: Encounters With the Abyss | March 2007 | 1-58846-431-8 | White Wolf Publishing | |
The Free Council | May 2007 | 978-1-58846-432-3 | White Wolf Publishing | |
Magical Traditions | June 2007 | 978-1-58846-433-0 | White Wolf Publishing | |
The Mysterium | September 2007 | 978-1-58846-434-7 | White Wolf Publishing | |
Astral Realms | November 2007 | 978-1-58846-435-4 | White Wolf Publishing | |
The Adamantine Arrow | January 2008 | 978-158846-436-1 | White Wolf Publishing | |
Banishers | March 2008 | 978-158846-440-8 | White Wolf Publishing [9] | Sourcebook for banishers, also known as timori [9] |
Lines of Power | April 2008 | — | White Wolf Publishing | Only released digitally. |
Grimoire of Grimoires | May 2008 | 978-1-58846-437-8 | White Wolf Publishing | |
The Silver Ladder | July 2008 | 978-1-58846-438-5 | White Wolf Publishing | |
Keys to the Supernal Tarot | November 2008 | 978-1-58846-439-2 | White Wolf Publishing | |
Seers of the Throne | February 2009 | 978-1-58846-358-6 | White Wolf Publishing | |
Summoners | April 2009 | 978-1-58846-365-4 | White Wolf Publishing | |
Ready-Made Player Characters: The Heirs of Ahna | June 2009 | — | White Wolf Publishing | Only released digitally. |
The Abedju Cipher | July 2009 | — | White Wolf Publishing | Only released digitally. |
Night Horrors: The Unbidden | January 2010 | 978-1-58846-378-4 | White Wolf Publishing | |
Mage Chronicler's Guide | July 2010 | 978-1-58846-386-9 | White Wolf Publishing | |
Mage Noir | March 2011 | — | White Wolf Publishing | |
Imperial Mysteries | January 2012 | — | White Wolf Publishing | |
Left-Hand Path | November 7, 2012 [10] | — | Onyx Path Publishing [10] | |
Mage Translation Guide | May 27, 2013 [11] | — | Onyx Path Publishing [11] | Guide for porting elements between Mage: The Ascension and Mage: The Awakening [11] |
Title | Original release | ISBN | Publisher | Notes |
---|---|---|---|---|
Mage: The Awakening Second Edition | May 4, 2016 [12] | — | Onyx Path Publishing [12] | Core rulebook for the game's second edition [12] |
Signs of Sorcery | June 19, 2019 [13] | — | Onyx Path Publishing [13] | Sourcebook for supernatural mysteries [13] |
Night Horrors: Nameless and Accursed | March 11, 2020 [14] | — | Onyx Path Publishing [14] | Sourcebook for awakened antagonists [14] |
Tome of the Pentacle | TBA | TBA | Onyx Path Publishing [15] | Sourcebook about the history of each order [15] |
White Wolf Publishing released an adaptation of Mage: The Awakening by Eddy Webb for the live-action role-playing game Mind's Eye Theatre in 2007. [16]
Mage: The Awakening won the 2006 Gold ENnie Award for "Best Writing". [17]
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