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''Mage: The Ascension'' is a
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
based in the
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with '' Vampire: The Masquerade'', '' Werewolf: The Apoca ...
, and was published by
White Wolf Game Studio White Wolf Publishing was an American roleplaying game and book publisher. The company was founded in 1991 as a merger between Lion Rampant (game publisher), Lion Rampant
in 1993. The characters portrayed in the game are referred to as mages, and are capable of feats of magic. Magic in ''Mage'' is subjective rather than objective as it incorporates a diverse range of ideas and mystical practices as well as science and religion. A mage's ability to change reality is based on what they believe rather than an objective or static system of magic. In that regard, most mages do not resemble typical fantasy wizards. ''Mage'' was influenced by then White Wolf game ''
Ars Magica ''Ars Magica'' is a role-playing game set in 'Mythic Europe' – a historically grounded version of Europe and the Levant around AD 1200, with the added conceit that conceptions of the world prevalent in folklore and institutions of the High Mi ...
'', but the two games have different settings and premises. Similarly, White Wolf released '' Mage: The Awakening'' in 2005 for the new World of Darkness series. The new game features some of the same game mechanics but uses a substantially different premise and setting as well.


History

Following the release of '' Vampire: The Masquerade'',
White Wolf Publishing White Wolf Publishing was an American roleplaying game and book publisher. The company was founded in 1991 as a merger between Lion Rampant
released a new roleplaying game each year for the next four years, all of them set in the same
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with '' Vampire: The Masquerade'', '' Werewolf: The Apoca ...
of ''Vampire'', and using its Storyteller rule system: '' Werewolf: The Apocalypse'' (1992), ''Mage: The Ascension'' (1993), '' Wraith: The Oblivion'' (1994) and '' Changeling: The Dreaming'' (1995). ''Mage'' was the first World of Darkness game that
Mark Rein-Hagen Mark Rein-Hagen, stylized as Mark Rein•Hagen (born 1964), is an American role-playing, card, video and board game designer best known as the creator of '' Vampire: The Masquerade'' and its associated ''World of Darkness'' games. Along with ...
was not directly involved with, although it featured the Order of Hermes from his ''
Ars Magica ''Ars Magica'' is a role-playing game set in 'Mythic Europe' – a historically grounded version of Europe and the Levant around AD 1200, with the added conceit that conceptions of the world prevalent in folklore and institutions of the High Mi ...
'' as one of its many traditions. The first edition of the game was released by White Wolf Publishing on August 19, 1993, at the
Gen Con Gen Con is the largest tabletop game convention in North America by both attendance and number of events. It features traditional pen-and-paper, board, and card games, including role-playing games, miniatures wargames, live action role-playin ...
gaming convention; they followed it with a second edition in December 1995, and with ''Revised Edition'' in March 2000. Onyx Path Publishing released a fourth version, the ''20th Anniversary Edition'', on September 23, 2015.


Premise

In ''Mage: The Ascension'' players play the role of mages, people who discover they have the ability to shape reality through magic. The process of this discovery is what mages call Awakening. Awakening is a mysterious, often traumatic experience, wherein a person's Avatar, a kind of tutelary consciousness or
Daemon Daimon or Daemon (Ancient Greek: , "god", "godlike", "power", "fate") originally referred to a lesser deity or guiding spirit such as the daimons of ancient Greek religion and Greek mythology, mythology and of later Hellenistic religion and Hell ...
, "wakes up" within the mage granting them the ability to do magic. Once Awakened, mages can learn to effect changes to reality via will, beliefs and specific magical techniques, but the differences of how they do this forms the central conflict of the game. There are four factions, the Traditions, the Technocracy, the Nephandi, and the Marauders all of whom struggle against one another on all levels of reality from the digital world to the spirit world to the physical world, and even in the world of ideas to covertly persuade the unAwakened masses that their beliefs (also called paradigms) are best. This age-old struggle is called the Ascension War wherein the four factions vie for control of reality itself. The Technocracy is a worldwide conspiracy of hyper-rational mages whose paradigm is considered to dominate reality with their belief that science is the ultimate way to advance humanity. They fight for the extinction of magic and the supernatural (and the belief in magic) and consider their own willworking "awakened science". Depending on edition, they have more or less successfully convinced the unAwakened masses, otherwise known as Sleepers, that magic and the supernatural do not exist and never did. They believe in a safe, predictable, static world where everything is understood and controlled, and nothing is left to chance. They also wish to guide this world from the shadows. The Marauders, on the other hand, are pure change. They are mages who have been driven insane by their mind-bending powers, and are consumed by their own individual beliefs. Chaotic and disorganized, the Marauders pursue their own warped agendas to the exclusion of all else. The Nephandi are forces of corruption and destruction. They are mages who have sold their souls to demonic forces or Lovecraftian horrors in exchange for power in this life. They are committed to the particular agendas of their individual patrons, but all of them pursue the total destruction of everything. The Traditions, which are the default character faction, are a diverse confederacy of wizards, sorcerers, mystics, and mystic-minded technologists and scientists who have banded together to resist the Technocracy's control of reality. Most mages and factions within the game are working towards an occult goal known as Ascension. The nature of Ascension is open to interpretation, and each faction and sub-faction in the game differs on their views of what Ascension is. It may involve a single mage becoming a paragon of their beliefs or transcending them entirely. It could also involve a mass Awakening of the unAwakened (known as Sleepers), or at least mass empowerment through the adoption of a particular practice or belief. The game was designed to draw characters from the Traditions, and later, members of the Technocracy. Nephandi and Marauder mostly filled the role of antagonists, though it was possible at one point to use them as playable characters. A fifth faction was added in the second edition of the game with the publishing of ''The Book of Crafts'' in 1996. Crafts were mystic cultures from around the globe that possessed the ability to do magic, but did not participate directly in the Ascension War (though they would join in some fashion in later editions).


Magic, Paradigm and Belief

The beliefs are an important theme in ''Mage'', and it forms the basis for the game's magic. The magical techniques characters employ vary enormously, from ancient
shamanic Shamanism is a religious practice that involves a practitioner (shaman) interacting with what they believe to be a spirit world through altered states of consciousness, such as trance. The goal of this is usually to direct spirits or spiri ...
practices or Medieval sorcery to religious miracle working, or even rational science or science-fiction technology. The extent a mage can alter reality is limited only by their belief. Their beliefs, practices, and tools make up a paradigm which provides the mage with a framework to understand reality or explain how the universe works, and employ techniques to change it according to those beliefs. For example, an
alchemical Alchemy (from Arabic: ''al-kīmiyā''; from Ancient Greek: χυμεία, ''khumeía'') is an ancient branch of natural philosophy, a philosophical and protoscientific tradition that was historically practiced in China, India, the Muslim world, ...
paradigm might describe the act of wood burning as the wood "releasing its essence of elemental Fire," while modern science would describe fire as "combustion resulting from a complex chemical reaction." Paradigms are usually a mix of the cultural beliefs taught to the mage by their faction or sub-faction, and their individual interpretation of them. Some paradigms are ancient or traditional while others are modern or a mix of the new and the old. Some paradigms are rigid while others are more flexible. Players determine what their characters' believe and how that is expressed in their characters' magic.


Reality & Paradox

The idea that what we believe creates reality, and that those ideas create conflicts is also an important theme in the game. Everyday reality is governed by the collective beliefs of Sleepers known as the Consensus. The Consensus more or less mirrors out of character, everyday assumptions about the way the world works. For example, most people have a general understanding that magic or the supernatural do not exist. While this may not be universally true, in ''Mage'', enough people believe it to make it so. Mages have tremendous power to reshape reality, but they must hide this ability from the Sleepers or suffer cosmic consequences. This is another central conflict of the game where the majority of Sleepers believe exclusively in the static reality offered to them by the Technocracy, but the truth is that all paradigms are potentially valid. Despite their power all Mages, even members of the Technocracy, must couch their magic in the belief of the Sleepers in order to avoid the consequences of not doing so. When a mage performs an act of magic that conforms with the Consensus, this is called coincidental magic. It is magic that, if witnessed by a Sleeper, could easily be dismissed as some understandable phenomenon. The main benefit of coincidental magic is that it is easier and less risky to perform than vulgar magic because it works with Sleepers' beliefs rather than defying them. Magic that conflicts with Sleeper belief is called vulgar magic, and this violent clashing of reality, belief, and ideas results in what is called Paradox in the game. When a character fumbles a magical working or changes reality in a manner that conflicts with the Consensus they incur Paradox in the form of Paradox points. This is made much worse when the magic is vulgar and witnessed by Sleepers. Paradox is reality trying to resolve contradictions between the Consensus and the mage's efforts, and is usually only incurred by the mage who performed the offending magic. How Paradox manifests is up to the Storyteller, and is decided based on how many Paradox points the player has incurred. By nature, Paradox is unpredictable, and almost always spells trouble for the mage. It can manifest in the form of physical damage (Backlash), temporary or last warps in reality around the mage (Paradox flaws), insanity (known as Quiet), or in more extreme cases Paradox Spirits. Paradox Spirits are nebulous, often powerful beings which purposefully set about resolving the contradictions, usually by directly punishing the mage in some manner, sometimes going so far as to transport the mage to a Paradox Realm, a mind-bending pocket dimension from which it may be difficult to escape.


Game setting


History


Early times

In the game, Mages have always existed, though there are legends of the Pure Ones who were shards of the original, divine One. Early mages cultivated their magical beliefs alone or in small groups, generally conforming to and influencing the belief systems of their societies. Obscure myths suggest that the precursors of the modern organizations of mages originally gathered in ancient Egypt. This period of historical uncertainty also saw the rise of the Nephandi in the
Near East The ''Near East''; he, המזרח הקרוב; arc, ܕܢܚܐ ܩܪܒ; fa, خاور نزدیک, Xāvar-e nazdik; tr, Yakın Doğu is a geographical term which roughly encompasses a transcontinental region in Western Asia, that was once the hist ...
. This set the stage for what the game's history calls the Mythic Ages. Until the late
Middle Ages In the history of Europe, the Middle Ages or medieval period lasted approximately from the late 5th to the late 15th centuries, similar to the post-classical period of global history. It began with the fall of the Western Roman Empire a ...
, mages' fortunes waxed and waned along with their native societies. Eventually, though, mages belonging to the Order of Hermes and the Messianic Voices attained great influence over European society. However, absorbed by their pursuit of
occult The occult, in the broadest sense, is a category of esoteric supernatural beliefs and practices which generally fall outside the scope of religion and science, encompassing phenomena involving otherworldly agency, such as magic and mysticism a ...
power and
esoteric Western esotericism, also known as esotericism, esoterism, and sometimes the Western mystery tradition, is a term scholars use to categorise a wide range of loosely related ideas and movements that developed within Western society. These ideas a ...
knowledge, they often neglected and even abused humanity. Frequently, they were at odds with mainstream religions, envied by noble authorities and cursed by common folk.


The Order of Reason

Mages who believed in proto-scientific theories banded together under the banner of the Order of Reason, declaring their aim was to create a safe world with Man as its ruler. They won the support of Sleepers by developing the
useful arts Useful art, or useful arts or technics, is concerned with the skills and methods of practical subjects such as manufacture and craftsmanship. The phrase has now gone out of fashion, but it was used during the Victorian era and earlier as an antonym ...
of
manufacturing Manufacturing is the creation or production of goods with the help of equipment, labor, machines, tools, and chemical or biological processing or formulation. It is the essence of secondary sector of the economy. The term may refer to a r ...
,
economics Economics () is the social science that studies the Production (economics), production, distribution (economics), distribution, and Consumption (economics), consumption of goods and services. Economics focuses on the behaviour and intera ...
, wayfaring, and
medicine Medicine is the science and practice of caring for a patient, managing the diagnosis, prognosis, prevention, treatment, palliation of their injury or disease, and promoting their health. Medicine encompasses a variety of health care pract ...
. They also championed many of the values that we now associate with the
Renaissance The Renaissance ( , ) , from , with the same meanings. is a period in European history marking the transition from the Middle Ages to modernity and covering the 15th and 16th centuries, characterized by an effort to revive and surpass ideas ...
. Masses of Sleepers embraced the gifts of early
Technology Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, science, ...
and the
Science Science is a systematic endeavor that builds and organizes knowledge in the form of testable explanations and predictions about the universe. Science may be as old as the human species, and some of the earliest archeological evidence for ...
that accompanied them. As the masses' beliefs shifted, the Consensus changed and wizards began to lose their position as their power and influence waned. This was intentional. The Order of Reason perceived a safe world as one devoid of
heretical Heresy is any belief or theory that is strongly at variance with established beliefs or customs, in particular the accepted beliefs of a church or religious organization. The term is usually used in reference to violations of important religi ...
beliefs, ungodly practices and supernatural creatures preying upon humanity. As the defenders of the common folk, they intended to replace the dominant magical groups with a society of philosopher-scientists as shepherds, protecting and guiding humanity. In response, non-scientific mages banded together to form the Council of Nine Traditions where mages of all the major magical paths gathered. They fought on battlefields and in universities trying to undermine as many discoveries as they could, but to no avail – technology made the march of Science unstoppable. The Traditions' power bases were crippled, their believers mainly converted, their beliefs ridiculed all around the world. Their final counteroffensives against the Order of Reason were foiled by internal dissent and treachery in their midst.


Rise of the Technocracy

However, from the turn of the 17th century on, the goals of the Order of Reason began to change. As their scientific paradigm unfolded, they decided that the mystical beliefs of the common people were not only backward, but dangerous, and that they should be replaced by cold, measurable and predictable
physical law Scientific laws or laws of science are statements, based on repeated experiments or observations, that describe or predict a range of natural phenomena. The term ''law'' has diverse usage in many cases (approximate, accurate, broad, or narrow) ...
s and respect for human
genius Genius is a characteristic of original and exceptional insight in the performance of some art or endeavor that surpasses expectations, sets new standards for future works, establishes better methods of operation, or remains outside the capabili ...
. They replaced long-held theologies, pantheons, and mystical traditions with ideas like rational thought and the scientific method. As more and more sleepers began to use the Order's discoveries in their everyday lives, Reason and rationality came to govern their beliefs, and the old ways came to be regarded as misguided superstition. However, the Order of Reason became less and less focused on improving the daily lives of sleepers and more concerned with eliminating any resistance to their choke-hold on the minds of humanity. Ever since a reorganization performed under Queen Victoria in the late 1800s, they call themselves the Technocracy.


Contemporary setting

The Technocracy espouses an authoritarian rule over Sleepers' beliefs, while suppressing the Council of Nine's attempts to reintroduce magic. The Traditions replenished their numbers (which had been diminished by the withdrawal of two Traditions, the secretive Ahl-i-Batin, and the Solificati, alchemists plagued by scandal) with former Technocrats from the Sons of Ether and Virtual Adepts factions, vying for the beliefs of sleepers and with the Technocracy, and perpetually wary of the Nephandi (who consciously embrace evil and service to a demonic or alien master) and the Marauders (who resist Paradox with a magical form of madness). While the Technocracy's propaganda campaigns were effective in turning the Consensus against mystic and heterodox science, the Traditions maintained various resources, including magical nodes, hidden schools and fortresses called Chantries, and various realms outside of the Consensus in the
Umbra The umbra, penumbra and antumbra are three distinct parts of a shadow, created by any light source after impinging on an opaque object. Assuming no diffraction, for a collimated beam (such as a point source) of light, only the umbra is cast. T ...
. Finally, from 1997 to 2000, a series of
metaplot The metaplot (also, metastory) is the overarching storyline that binds together events in the official continuity of a published role-playing game campaign setting, also defined as an "evolving history of a given fictional universe". Major officia ...
events destroyed the Council of Nine's Umbral steadings, killing many of their most powerful members. This also cut the Technocracy off from their leadership. Both sides called a truce in their struggle to assess their new situation, especially since these events implied that
Armageddon According to the Book of Revelation in the New Testament of the Christian Bible, Armageddon (, from grc, Ἁρμαγεδών ''Harmagedōn'', Late Latin: , from Hebrew: ''Har Məgīddō'') is the prophesied location of a gathering of armies ...
was soon at hand. Chief among these signs was creation of a barrier between the physical world and spirit world. This barrier was called the Avatar Storm because it affected the Avatar of the Mage. This Avatar Storm was the result of a battle in India on the so-called "Week of Nightmares." These changes were introduced in supplements for the second edition of the game and became core material in the third edition.


Later plot and finale

Aside from common changes introduced by the
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with '' Vampire: The Masquerade'', '' Werewolf: The Apoca ...
metaplot, mages dealt with renewed conflict when the hidden Rogue Council and the Technocracy's Panopticon encouraged the Traditions and Technocracy to struggle once again. The Rogue Council only made itself known through coded missives, while Panopticon was apparently created by the leaders of the Technocracy to counter it. This struggle eventually led to the point on the timeline occupied by the book called '' Ascension''. While the entire metaplot has always been meant to be altered as each play group sees fit, ''Ascension'' provided multiple possible endings, with none of them being definitive (though one was meant to resolve the metaplot). Thus, there is no definitive canonical ending. Since the game is meant to be adapted to a group's tastes, the importance of this and the preceding storyline is largely a matter of personal preference.


Factions

The
metaplot The metaplot (also, metastory) is the overarching storyline that binds together events in the official continuity of a published role-playing game campaign setting, also defined as an "evolving history of a given fictional universe". Major officia ...
of the game involves a four-way struggle between the technological and authoritarian Technocracy, the insane Marauders, the cosmically evil Nephandi and the nine mystical Traditions (that tread the middle path), to which the player characters are assumed to belong. (This struggle has in every edition of the game been characterized both as primarily a covert, violent war directly between factions, and primarily as an effort to sway the imaginations and beliefs of sleepers.)


Council of Nine Mystic Traditions

The Traditions (formally called the Nine Mystic Traditions) are a
alliance An alliance is a relationship among people, groups, or states that have joined together for mutual benefit or to achieve some common purpose, whether or not explicit agreement has been worked out among them. Members of an alliance are called ...
of
secret societies A secret society is a club or an organization whose activities, events, inner functioning, or membership are concealed. The society may or may not attempt to conceal its existence. The term usually excludes covert groups, such as intelligence a ...
in the ''Mage: the Ascension''
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
. The Traditions exist to unify users of
magic Magic or Magick most commonly refers to: * Magic (supernatural), beliefs and actions employed to influence supernatural beings and forces * Ceremonial magic, encompasses a wide variety of rituals of magic * Magical thinking, the belief that unrela ...
under a common banner to protect reality (particularly those parts of reality that are magical) against the growing disbelief of the modern world, the spreading dominance of the
Technocracy Technocracy is a form of government in which the decision-maker or makers are selected based on their expertise in a given area of responsibility, particularly with regard to scientific or technical knowledge. This system explicitly contrasts wi ...
, and the predations of unstable mages such as Marauders and Nephandi. Each of the Traditions are largely independent organizations unified by a broadly accepted paradigm for practicing magic. The Traditions themselves vary substantially from one another. Some have almost no structure or rules, while others have rigid rules of protocol, etiquette, and rank. Though unified in their desire to keep magic alive, the magic practiced by different Traditions are often wildly different and entirely incompatible with one another. Understanding Traditions as a whole requires understanding each Tradition separately, and then assembling them into a somewhat cohesive whole. The nine traditions are: the Akashic Brotherhood, Celestial Chorus, Cult of Ecstasy, Dreamspeakers, Euthanatos, Order of Hermes, Sons of Ether, Verbena and Virtual Adepts. *Mages of Akashic Brotherhood are ascetics, martial artists, and monks, largely drawing from
Buddhism Buddhism ( , ), also known as Buddha Dharma and Dharmavinaya (), is an Indian religion or philosophical tradition based on teachings attributed to the Buddha. It originated in northern India as a -movement in the 5th century BCE, and gra ...
,
Taoism Taoism (, ) or Daoism () refers to either a school of Philosophy, philosophical thought (道家; ''daojia'') or to a religion (道教; ''daojiao''), both of which share ideas and concepts of China, Chinese origin and emphasize living in harmo ...
,
Shinto Shinto () is a religion from Japan. Classified as an East Asian religion by scholars of religion, its practitioners often regard it as Japan's indigenous religion and as a nature religion. Scholars sometimes call its practitioners ''Shintois ...
,
Hinduism Hinduism () is an Indian religion or '' dharma'', a religious and universal order or way of life by which followers abide. As a religion, it is the world's third-largest, with over 1.2–1.35 billion followers, or 15–16% of the global p ...
and other such religions. They are masters of the sphere of Mind. *Mages of Celestial Chorus are pious believers in a supreme being that encompasses many religions that believe in one supreme creator. They are masters of the sphere of Prime, the raw essence that fuels
magic Magic or Magick most commonly refers to: * Magic (supernatural), beliefs and actions employed to influence supernatural beings and forces * Ceremonial magic, encompasses a wide variety of rituals of magic * Magical thinking, the belief that unrela ...
itself. *Mages of Cult of Ecstasy are intuitive seers using sensory stimulation, consciousness-expanding techniques, and meditation. They are masters of the sphere of Time. *Mages of Dreamspeakers are
shamanistic Shamanism is a religious practice that involves a practitioner (shaman) interacting with what they believe to be a spirit world through altered states of consciousness, such as trance. The goal of this is usually to direct spirits or spiri ...
emissaries to the spirit world. They are masters of Spirit magic, such as summoning or binding spirits, necromancy, creating fetishes and travelling to the Umbra. *Mages of Euthanatos are Thanatoic willworkers and killers drawing from a legacy of death-cults in
India India, officially the Republic of India (Hindi: ), is a country in South Asia. It is the seventh-largest country by area, the second-most populous country, and the most populous democracy in the world. Bounded by the Indian Ocean on the so ...
,
Greece Greece,, or , romanized: ', officially the Hellenic Republic, is a country in Southeast Europe. It is situated on the southern tip of the Balkans, and is located at the crossroads of Europe, Asia, and Africa. Greece shares land borders with ...
, and the cultures of the
Arab The Arabs (singular: Arab; singular ar, عَرَبِيٌّ, DIN 31635: , , plural ar, عَرَب, DIN 31635: , Arabic pronunciation: ), also known as the Arab people, are an ethnic group mainly inhabiting the Arab world in Western Asia, ...
s and
Celt The Celts (, see pronunciation for different usages) or Celtic peoples () are. "CELTS location: Greater Europe time period: Second millennium B.C.E. to present ancestry: Celtic a collection of Indo-European peoples. "The Celts, an ancient ...
s. They are masters of the sphere of Entropy. *Mages of Order of Hermes are formalized sorcerers, alchemists, and mystics drawing from classical occult practices. They are masters of the sphere of Forces. *Mages of Sons of Ether are inspiration-oriented scientists dedicated to fringe theories and alternative science. They are masters of the sphere of Matter. *Mages of Verbena are blood-shamans, healers, primordial witches and warlocks. They are masters of the sphere of Life. *Mages of Virtual Adepts are technological adepts capable of informational wizardry. They are masters of the sphere of Correspondence, magic dealing with three-dimensional location, space, and communications.


The Technocratic Union

The Technocracy is likewise divided into groups; unlike the Traditions, however, they share a single paradigm, and instead divide themselves based upon methodologies and areas of expertise. * Technocrats of ''Iteration X'' are experts in the arena of the physical sciences, especially when it comes to mechanical and robotic advancements. * Technocratic ''Progenitors'', on the other hand, are masters of the biological sciences as a whole, including genetic engineering and the medical science. * Technocrats of the ''New World Order'' maintain control of information and knowledge, controlling the thoughts and actions of the masses by directing what they learn and see. * Technocrats of the ''Syndicate'' control the flow of money and power—though the two are frequently the same thing—between disparate groups. * Technocratic members of the ''Void Engineers'' are explorers of the unknown. In the modern day, this not only extends to outer space, but to extradimensional planes of existence.


Marauders

The Marauders are a group of mages that embody Dynamism. Marauders are chaos mages. They are completely insane. To other mages, they appear immune to paradox effects, often using vulgar magic to accomplish their insane tasks. Marauders represent the other narrative extreme, the repellent and frightening corruption of unrestrained power, of dynamism unchecked. Marauders are insane mages whose Avatars have been warped by their mental instability, and who exist in a state of permanent Quiet. While the nature of a Marauder's power may make them seem invincible, they are still severely hampered by their madness. They cannot become Archmages, as they lack sufficient insight and are incapable of appreciating truths which do not suit their madness. In the second edition of ''Mage: The Ascension'', Marauders were much more cogent and likely to operate in groups, with the Umbral Underground using the Umbra to infiltrate any location and wreak havoc with the aid of bygones. They were also associated heavily with other perceived agents of Dynamism, particularly the Changing Breeds (who equate Dynamism with the Wyld) and sometimes Changelings. For example, the Marauders chapter in ''The Book of Madness'' is narrated by a Corax (were-raven) named Johnny Gore, who relates his experiences running with the Butcher Street Regulars. In the revised edition, Marauders were made darker and less coherent, in keeping with the more serious treatment of madness used for
Malkavian ''Vampire: The Masquerade'' is a tabletop role-playing game (tabletop RPG) created by Mark Rein-Hagen and released in 1991 by White Wolf Publishing as the first of several Storyteller System games for its World of Darkness setting line. It i ...
s in ''Vampire: The Masquerade Revised Edition''. The Avatar Storm was a very convenient explanation for the Underground's loss of power and influence, though they also became more vulnerable to Paradox. In this edition, the Regulars are a cell of the Underground, and like the other cells have highly compatible Quiets.


Nephandi

With the Technocracy representing Stasis and the Marauders acting on behalf of Dynamism, the third part of this trifecta is
Entropy Entropy is a scientific concept, as well as a measurable physical property, that is most commonly associated with a state of disorder, randomness, or uncertainty. The term and the concept are used in diverse fields, from classical thermodynam ...
, as borne by the Nephandi. While other mages may be callous or cruel, the Nephandi are morally inverted and spiritually mutilated. While a Traditionalist or Technocrat may simply fall prey to human failings or excessive zeal in their ethos, while a Marauder may well commit some true atrocities in the depth of her incurable madness; a Nephandus retains a clear moral compass, and deliberately pursues actions to worsen the world and bring about its final end. To this end, the Technocracy and Traditions have been known to set aside the ongoing war for reality to temporarily join forces to oppose the Nephandi, and even the Marauders are known to attack the Nephandi on sight. Some of their members, called ''barabbi'', hail from the Technocracy and Traditions, but all Nephandi have experienced the Rebirth, wherein they embrace the antithesis of everything they know to be right, and are physically and spiritually torn apart and reassembled. This metamorphosis has a sort of terrible permanence to it: while each Mage's avatar will be reborn again and again, theirs is permanently twisted as a result of their rebirth: known as Widderslainte, these mages awaken as Nephandi. While some of the background stories detail a particular mage and her teacher trying—and succeeding—at keeping her from falling again, this is very rare.


The Disparate Alliance

The Disparate Alliance is a newly created network of independent Crafts that have chosen to take the matters of the Ascension War into their own hands, independently from the Technocratic Union or the Council of Nine Mystick Traditions. During the Age of Information, small mage societies and groups called crafts began reaching out to each other. With no desire to join the Traditions and a general hatred for the Technocracy that ordered pogroms to wipe them out, they decided to band together for mutual aid and survival. The five founding crafts are *The Ahl-i-Batin, Arabian mages that practices magic with a strong focus on subtlety. They have dreams of bringing Unity to the world. *The Children of Knowledge, former members of a group called the Solificati, are
LSD Lysergic acid diethylamide (LSD), also known colloquially as acid, is a potent psychedelic drug. Effects typically include intensified thoughts, emotions, and sensory perception. At sufficiently high dosages LSD manifests primarily mental, vi ...
and other psychedelic using alchemists hoping that these drugs can open peoples minds. *The Hollow Ones, mages who have either been orphaned by or rejected the Traditions, but refused to join forces with the Technocracy. Instead, they are a subculture of ragtags and antiestablishmentarianists who take what they like from every tradition and fuse it together. They have a gothic rock and gothic romance lean. *The Ngoma, proud sub saharan african ritualists and knowledge-seekers that strive to unravel the mysteries of the cosmos and the gods. *The Bata'a, Followers of
voodoo Voodoo may refer to: Religions * African or West African Vodun, practiced by Gbe-speaking ethnic groups * African diaspora religions, a list of related religions sometimes called Vodou/Voodoo ** Candomblé Jejé, also known as Brazilian Vodu ...
,
vodun Vodun (meaning ''spirit'' in the Fon, Gun and Ewe languages, with a nasal high-tone ''u''; also spelled Vodon, Vodoun, Vodou, Vudu, Voudou, Voodoo, etc.) is a religion practiced by the Aja, Ewe, and Fon peoples of Benin, Togo, Ghana, and ...
,
Santería Santería (), also known as Regla de Ocha, Regla Lucumí, or Lucumí, is an African diaspora religions, African diasporic religion that developed in Cuba during the late 19th century. It arose through a process of syncretism between the tradit ...
, Candomblé,
Obeah Obeah, or Obayi, is an ancestrally inherited tradition of Akan witches of Ghana, Ivory Coast, and Togo and their descendants in the African diaspora of the Caribbean. Inheritors of the tradition are referred to as "obayifo" (Akan/Ghana-region ...
, Hoodoo, and other Afro-Caribbean religions They were then joined by five other crafts *The Kopa Loei, Polynesian mystics who are working to return ancient wisdom and culture to their people and balance to their islands. *The Knights of the Temple of Solomon, also known as
Knights Templar , colors = White mantle with a red cross , colors_label = Attire , march = , mascot = Two knights riding a single horse , equipment ...
. A magickal order of knights dedicated to the christian
God In monotheistic thought, God is usually viewed as the supreme being, creator, and principal object of faith. Swinburne, R.G. "God" in Honderich, Ted. (ed)''The Oxford Companion to Philosophy'', Oxford University Press, 1995. God is typically ...
. *The Sisters of
Hippolyta In Classical Greek mythology, Hippolyta, or Hippolyte (; grc-gre, Ἱππολύτη ''Hippolytē'') was a daughter of Ares and Otrera, queen of the Amazons, and a sister of Antiope and Melanippe. She wore her father Ares' ''zoster'', the Gr ...
, feminist holistics with roots to the ancient warrior Amazons. *The Taftâni,
Djinn Jinn ( ar, , ') – also romanized as djinn or anglicized as genies (with the broader meaning of spirit or demon, depending on sources) – are invisible creatures in early pre-Islamic Arabian religious systems and later in Islamic myt ...
binding
Persian Persian may refer to: * People and things from Iran, historically called ''Persia'' in the English language ** Persians, the majority ethnic group in Iran, not to be conflated with the Iranic peoples ** Persian language, an Iranian language of the ...
mages who have a disdain for subtle magic and craft bold spells and displays of magic. *The Wu Lung,
Confucian Confucianism, also known as Ruism or Ru classicism, is a system of thought and behavior originating in ancient China. Variously described as tradition, a philosophy, a religion, a humanistic or rationalistic religion, a way of governing, or ...
dragon wizards who practice chinese high ritual magic,
alchemy Alchemy (from Arabic: ''al-kīmiyā''; from Ancient Greek: χυμεία, ''khumeía'') is an ancient branch of natural philosophy, a philosophical and protoscientific tradition that was historically practiced in China, India, the Muslim world, ...
, and a special fighting technique known as Kuei Lung Chuan. Other Crafts that have been considered for membership include: *The Balamob, jaguar-priests from
Central America Central America ( es, América Central or ) is a subregion of the Americas. Its boundaries are defined as bordering the United States to the north, Colombia to the south, the Caribbean Sea to the east, and the Pacific Ocean to the west. ...
*The Thunder Society, North American native
shamans Shamanism is a religious practice that involves a practitioner (shaman) interacting with what they believe to be a spirit world through altered states of consciousness, such as trance. The goal of this is usually to direct spirits or spiritu ...
that shun contact to the Dreamspeakers and are working to heal their communities and tribes. *The Uzoma, Yoruban mediums and spirit intercessors *The Navalon, breakaways from the Utopian faction within the Technocracy who revere the ideal of
Camelot Camelot is a castle and court associated with the legendary King Arthur. Absent in the early Arthurian material, Camelot first appeared in 12th-century French romances and, since the Lancelot-Grail cycle, eventually came to be described as th ...
and
King Arthur King Arthur ( cy, Brenin Arthur, kw, Arthur Gernow, br, Roue Arzhur) is a legendary king of Britain, and a central figure in the medieval literary tradition known as the Matter of Britain. In the earliest traditions, Arthur appears as a ...
*The Mirainohmen, Japanese technomystical tricksters who use psychic bonds with technological spirits in order to rearrange identities and undermine social preconceptions. *The Red Thorn Dedicants, a cult of magic-using Bahari that revere
Lilith Lilith ( ; he, Wiktionary:לילית, לִילִית, Līlīṯ) is a female figure in Mesopotamian Mythology, Mesopotamian and Jewish mythology, Judaic mythology, alternatively the first wife of Adam and supposedly the primordial she-demon. ...
*The Itz'at,
Mesoamerican Mesoamerica is a historical region and cultural area in southern North America and most of Central America. It extends from approximately central Mexico through Belize, Guatemala, El Salvador, Honduras, Nicaragua, and northern Costa Rica. Withi ...
seers and prophets *The Go Kamisori Gama, technomantic
ninja A or was a covert agent or mercenary in feudal Japan. The functions of a ninja included reconnaissance, espionage, infiltration, deception, ambush, bodyguarding and their fighting skills in martial arts, including ninjutsu.Kawakami, pp. 2 ...
assassins with a vendetta against the Technocratic Union


Rules and continuity

The core rules of the game are similar to those in other
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with '' Vampire: The Masquerade'', '' Werewolf: The Apoca ...
games; see
Storyteller System The ''Storytelling System'' is a role-playing game system created by White Wolf, Inc. for the Chronicles of Darkness (formerly known as the New World of Darkness), a game world with several pen and paper games tied in. The Storytelling System ...
for an explanation. Like other
storytelling game A storytelling game is a game where multiple players collaborate on telling a spontaneous story. Usually, each player takes care of one or more characters in the developing story. Some games in the tradition of role-playing games require one pa ...
s Mage emphasizes personal creativity and that ultimately the game's powers and traits should be used to tell a satisfying story. One of Mage's highlights is its system for describing magic, based on spheres, a relatively open-ended 'toolkit' approach to using game mechanics to define the bounds of a given character's magical ability. Different Mages will have differing aptitudes for spheres, and player characters' magical expertise is described by allocation of points in the spheres. There are nine known spheres:


Correspondence

Deals with spatial relations, giving the Mage power over space and distances. Correspondence magic allows powers such as teleportation, seeing into distant areas, and at higher levels the Mage may also co-locate herself or even stack different spaces within each other. Correspondence can be combined with almost any other sphere to create effects that span distances.


Entropy

This sphere gives the Mage power over order, chaos, fate and fortune. A mage can sense where elements of chance influence the world and manipulate them to some degree. At simple levels machines can be made to fail, plans to go off without a hitch, and games of chance heavily influenced. Advanced mages can craft self-propagating memes or curse entire family lines with blights. The only requirement of the Entropy sphere is that all interventions work within the general flow of natural entropy.


Forces

Forces concerns energies and natural forces and their negative opposites (i.e. light and shadow can both be manipulated independently with this Sphere). Essentially, anything in the material world that can be seen or felt but is not material can be controlled: electricity, gravity, magnetism, friction, heat, motion, fire, etc. At low levels the mage can control forces on a small scale, changing their direction, converting one energy into another. At high levels, storms and explosions can be conjured. Obviously, this Sphere tends to do the most damage and is the most flashy and vulgar. Along with Life and Matter, Forces is one of the three 'Pattern Spheres' which together are able to mold all aspects of the physical world.


Life

Life deals with understanding and influencing biological systems. Generally speaking, any material object with mostly living cells falls under the influence of this sphere. Simply, this allows the mage to heal herself or metamorphose simple life-forms at lower levels, working up to healing others and controlling more complex life at higher levels. Usually, seeking to improve a complex life-form beyond natural limits causes the condition of pattern bleeding: the affected life form begins to wither and die over time. Along with Matter and Forces, Life is one of the three Pattern Spheres.


Mind

Dealing with control over one's own mind, the reading and influencing of other minds, and a variety of subtler applications such as Astral Projection and psychometry. At high levels, Mages can create new complete minds or completely rework existing ones.


Matter

Matter deals with all inanimate material. Thus, being alive protects a thing from direct manipulation by the Matter sphere. Stone, dead wood, water, gold, and the corpses of once living things are only the beginning. With this Sphere, matter can be reshaped mentally, transmuted into another substance, or given altered properties. Along with Life and Forces, Matter is one of the three Pattern Spheres.


Prime

This sphere deals directly with Quintessence, the raw material of the tapestry, which is the metaphysical structure of reality. This sphere allows Quintessence to be channeled and/or funneled in any way at higher levels, and it is necessary if the mage ever wants to conjure something out of nothing (as opposed to transforming one pattern into another). Uses of Prime include general magic senses, counter-magic, and making magical effects permanent.


Spirit

This sphere is an eclectic mixture of abilities relating to dealings with the spirit world or Umbra. It includes stepping into the Near Umbra right up to traveling through outer space, contacting and controlling spirits, communing with your own or others' avatars, returning a Mage into a sleeper, returning ghosts to life, creating magical fetish items, and so forth. Unlike other Spheres, the difficulty of Spirit magic is often a factor of the Gauntlet, making these spells more difficult for the most part. The Sphere is referred to as Dimensional Science by the Technocratic Union.


Time

This sphere deals with dilating, slowing, stopping or traveling through time. Due to game mechanics, it is simpler to travel forward in time than backwards. Time can be used to install delays into spells, view the past or future, and even pull people and objects out of linear progression. Time magic offers one means to speed up a character to get multiple actions in a combat round, a much coveted power in turn-based combat.


The tenth sphere

One of the plot hooks that the second edition books put forth were persistent rumors of a "tenth sphere". Though there were hints, it was deliberately left vague. The final book in the line, ''Ascension'' implies that the tenth sphere is the sphere of Ascension (in as much as spheres are practically relevant at that point in the story). As the book presents alternative resolutions for the Mage line, Chapter Two also presents an alternative interpretation that the tenth sphere is "
Judgement Judgement (or US spelling judgment) is also known as ''adjudication'', which means the evaluation of evidence to make a decision. Judgement is also the ability to make considered decisions. The term has at least five distinct uses. Aristotle s ...
" or "
Telos Telos (; ) is a term used by philosopher Aristotle to refer to the final cause of a natural organ or entity, or of a work of human art. Intentional actualization of potential or inherent purpose,"Telos.''Philosophy Terms'' Retrieved 3 May 2020. ...
" and that Anthelios (the red star in the World of Darkness metaplot) is its planet (each sphere has an associated planet and Umbral realm).


Sphere sigils

The various sphere sigils are, in whole or in part, symbols taken from alchemical texts. * Correspondence is a symbol for amalgam or amalgamation, "Amalgama". * Entropy is a symbol for rotting or decay, "Putredo/putrefactio". * The sigil of Forces is part of the symbol for "boiling," "Ebbulio". * Life is a symbol for composition, "Compositio". * As with Correspondence, the sigil of Matter is another symbol for the process of amalgamation, "Amalgama". * Mind is a symbol for solution, "Solutio". * Prime is a symbol meaning essence, "Essentia". * Spirit may be derived from the symbol for fumes, "Fumus". * Time is the symbol for dust, "Pulvis". * The tenth symbol depicted in ''Ascension'' is a symbol for vinegar. ''Mage: The Sorcerer's Crusade'' also presented a symbol for the tenth sphere, a combination of the symbols for stone and distillation. The third revision of the rules, ''Mage: The Ascension Revised'', made significant changes to the rules and setting, mainly to update Mage with respect to its own ongoing storyline, particularly in regards to events that occurred during the run of the game's second edition. (Like other World of Darkness games, Mage uses a continuing storyline across all of its books).


Reception

Adam Tinworth of ''Arcane'' gave ''Mage: The Ascension'' second edition a score of 8/10, calling it good for those who like involving and challenging games; he noted that it could be difficult for new players to grasp the entire background and how magic works, and to develop their own style of magic, but found the gameplay system itself to be easy to understand for newcomers. ''Mage: The Ascension'' was ranked 16th in the 1996 reader poll of ''Arcane'' magazine to determine the 50 most popular role-playing games of all time. The magazine's editor Paul Pettengale commented: "Mage is perfect for those of a philosophical bent. It's a hard game to get right, requiring a great deal of thought from players and referees alike, but its underlying theme – the nature of reality – makes it one of the most interesting and mature roleplaying games available."


Awards

* In 1994, ''Mage: The Ascension'' was nominated for '' Casus Belli'' awards for the best role-playing game of 1993, and ended up in fifth place. * ''Mage: The Ascension'', 2nd Edition won the
Origins Award The Origins Awards are American awards for outstanding work in the game industry. They are presented by the Academy of Adventure Gaming Arts and Design at the Origins Game Fair on an annual basis for the previous year, so (for example) the 1979 a ...
for ''Best Roleplaying Rules'' of 1995.


Reviews

*''
Shadis ''Shadis'' is an independent gaming magazine that was published in 1990–1998 by Alderac Entertainment Group (AEG). It initially focused on role-playing games. Publication history Shadis was conceived and started by Jolly Blackburn as an indepe ...
'' #27 (May 1996) *''Rollespilsmagasinet Fønix'' (Danish) (Issue 12 - Mar/Apr 1996) *''Envoyer'' (German) (Issue 27 - Jan 1999)


See also

* List of Mage: The Ascension books


References


External links


Onyx's Path's Mage Page

GURPS edition
{{World of Darkness Origins Award winners Role-playing games introduced in 1993