Mage The Awakening Second Edition Pdf

0 views
Skip to first unread message

Inacayal Tanoesoedibjo

unread,
Aug 4, 2024, 1:38:05 PM8/4/24
to travtiodiepas
Atlantiswas the greatest city that ever existed. Atlantis was the height of Awakened potential. Atlantis was the place where every mage could be her best self, reach for and attain her brightest dreams, make the stars themselves gasp in delight at the wonders performed below.

Sleeper technology is useless on these artifacts. Attempts at scientific dating yield unreliable results: this piece is from the Mezozoic Era, from 50 B.C., from the 13th century. It is a scant few seconds young and millions of years old. Should the machine be making that noise?


Over the last four millennia, the Awakened have chased these conflicting-yet-similar stories to tease out one larger truth: a world existed before this one. Little and less is known about the inhabitants of the Time Before, but the Orders do agree on a few key points.


Replace dragon with ancient race that left us in charge and you get the same effect. In context of the myth the dragons are just a symbol for ascension and the hope/fear that one day something greater than us might come down and fix the mess we have made of the world.


As I did not find a group to play Awekening with, I did not buy and read through all the recommended and probably great sourcebooks, that showed the awakened city from other perspectives. I own just a handfull of them.


Please consider this in a Theories of Atlantis blurb, being that the ancient city of the Arisen fits into the theories placed among the Orders and it actually existed in the mythos of the World of Darkness, purely for plot ideas.


I always felt that Scion and Ascension/Apocalypse handled the Atlantis question better than Awakening did, at least as far as leaving the possibility of its existence, let alone its utility for players, open to storyteller interpretation. That being said, this new take makes for better story elements, IMHO. Idk, the political cyberthiller angles from Ascension, particularly the ones related to the ex-Technocratic Traditions, still appeal, and this is just one of them.


Yeah, essentially Atlantis suffered from a society-scale Aponoia that erased it from existence. As soon as a person acts in the Supernal, his whole identity -his Shadow Name, his tools, his opinions, his personal history- becomes a Supernal truth, able to impose change and consequence in the phenomenal world, be it deliberate or unintended. Multiply this effect by the thousands, add a Celestial Ladder that lets Mages enter the Supernal bodily and relatively unprepared and you have a recipe for Universe squash.


A unified Atlantis responsible for lighting the fire of civilization everywhere may also not have been a singular place but rather a global civilization united by magical affiliations rather than geography. If you have a class of wise men who can teleport, then ideas can be exchanged across continents until everyone participating in this global magical civilization of ideas has something that has gone into the stewpot of ideas. And then this metaphorical tower of Babel gets smashed, everyone is on their own again and will drift apart as their immediate and future needs push the Americans, Asians, Africans, Europeans and Australians in wildly different directions.


I suppose I could spend some time waxing poetic about all the micro aggressions inherent to dividing character factions along ethnic lines, as they did in Classic World of Darkness, but I think the company already got the message when they started developing the New World of Darkness setting and rules set. One of the nicer things about New WoD is that there is no in-game precedent for invalidating character archetypes based on race or ethnicity, a minor but extant issue in CWoD, despite aciduous attempts by the devs to maintain a level of political correctness in how things are represented. While this is largely a player/storyteller problem, debalkanization, to use a foreign policy term, of the various factions within the game world is the easiest way to make the playing space more inclusive, which is something New WoD does well.


I do appreciate the Orders being more explicitly definitely not descended from those civilizations-that-were-real-but-not-real, though. having the Awakened City be an ideal they strive for rather than a time they claim to be the inheritors of is a lot more believable.


I love it! I always had questions about Atlantis until a few days ago when I bought and read the Imperial Mysteries, then it all made sense; if Atlantis ever existed, ascension removed it forever. At some point something happened and now nothing is the same anymore. It totally sounds like what an Exarch, the first exarch maybe, would do as their omens: reshape reality so that no one could ever rival them. Or maybe an Aswadim who ascended, we will never know.


Another aspect of this is that Plato presented Atlantis as just one civilisation among many, just an unusually rich (as opposed to unusually advanced) once. Both the true-original and super-advanced came from the 19th Century.


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.


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.


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.


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.


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.

3a8082e126
Reply all
Reply to author
Forward
0 new messages