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Mage: The Awakening

Mage: The Awakening
MageTheAwakeningCover.jpg
Mage: The Awakening first edition cover
Designer(s) Bill Bridges, Conrad Hubbard
Publisher(s) White Wolf
Publication date August 29, 2005 (First Edition) May 4, 2016 (Second Edition)
Genre(s) Personal Horror
System(s) Storytelling System

Mage: The Awakening is a role-playing game developed by White Wolf Publishing and based in their Chronicles of Darkness setting. 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". Mage: The Awakening is loosely based on a prior White Wolf product, Mage: The Ascension, which had similar game mechanics, though the terminology differs.

Mage: The Awakening won the 2006 ENnie Award for Best Writing.

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 (or at least given more lip-service) 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 had established themselves as rulers of it. The Exarchs wish to snuff out the memory of "Atlantis" and knowledge of magic so they will remain the supreme masters of reality. They are more god-like forces than human beings now, however this means that they must influence the Fallen World through servants.


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