Early times[ edit ] 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. Eventually, though, mages belonging to the Order of Hermes and the Messianic Voices attained great influence over European society.
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Edit Reality is not fixed, but rather a set of agreed upon assumptions enforced by the collective will of humanity, the Sleepers. Mages are those people who recognize that reality is not static, and realize that through the application of their will, usually channeled through rituals or other similar "mystical" or "scientific" practices, reality can be changed. The specifics of their own belief, called a Paradigm , guides them into joining either one of the nine mystical Traditions an ancient fellowship of mages of varying points of view , one of the five conventions of the Technocracy an organization founded at the beginning of the age of reason to bring science and truth to humanity , or to strike out on their own as Disparates unaffiliated mages , Marauders mages whose paradigm has overwhelmed their sense of reality , or Nephandi mages seeking to destroy or corrupt the world.
The central theme of Mage is the search for Ascension , not only for the individual but for all of mankind. What Ascension is, and how it is achieved is purposely left undefined. The Penumbra overlaps the physical world, and is reached upon passing through the Gauntlet. The Penumbra mirrors the Earthly reality but it is not possible to see reality in the Penumbra.
The Middle Umbra Living Umbra, Yang World, Spirit world, perhaps "the Dreaming" is a place of spirits and spiritual importance, and is the spirit world used by werewolves. The Near Universe is akin to deep space, and is home to locations reminiscent of science fiction.
Strictly speaking, the Deep Umbra is the in-between that spans the space between planets. Difficult to survive in and home to beings entirely alien to human conception, this region is largely devoid of noteworthy locales. Each planet seems tied to a particular aspect of reality, and manifests this association through a Shard Realm , an incomprehensible realm composed of a single aspect of reality for example, The Shard Realm of Time, associated with the planet Saturn, is composed entirely of time.
These create the almost-survivable Shade Realms along the Horizon, which are diluted forms the Shard Realms that can be survived with considerable skill and luck. There are no cabals on the planets of Sun-system. Countless aeons ago, the Umbra and the Skinlands were one. The Tellurian was a whole and complete singular universe. The Tellurian was since divided in half by the Gauntlet , with the spirit world on one side, and the physical world on the other.
A blog about role playing, video games and other nerdy stuff. One of the coolest things about them is that they actually do make a few really good points, that when looked at objectively, are totally true. This advice also applies to any antagonist really, that has a good degree of power, and a vested interest in hiding their activity, such as a particularly powerful Heretic sect or the Inquisition in Dark Heresy, The Seers of the Throne in Mage: The Awakening, or ANY vampire used as a baddy in any World of Darkness game. Not long ago, in the Dark Ages, the Order of Hermes occupied very much the same position that the Technocracy does now, which, ironically, was exactly the reason they were formed.
The Council of Nine Mystic Traditions
Their victory, however, was short-lived, as the Avatar Storm cut them off from their mundane posts. The Union declared the Ascension War won and refocused on recuperating its losses, leaving the Traditionalists scattered and seemingly broken. Many of the Conventions, Iteration X the first among them, experienced the heavy costs of the war and voted to redirect resources. With the Reckoning and disruption in communications between Control and the lower ranks, the Utopian contingent has quietly been gaining more ground.
Mage: The Ascension
Well, while magic is cool, it only works well when no one can see you do it. Like all awesome things, the moment you try to show off to impress your friends, it backfires on you. Since reality functions on Consensus whatever is believed by the most people is "true" in MtA, and since doing most magic involves at least swimming against the currents of reality a little, flagrantly breaking the laws of what is commonly believed to be possible generates something called "Paradox. Such as: The moment an "awakened" Mage tries to throw a fireball in front of a "sleeper" an average person , bad things happen.