Mage Sight

Mage: the Awakening


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We introduce some of the concepts discussed in the Mage: the Awakening core rulebook and give our thoughts on them.

(Sorry for the abrupt ending! You might be able to hear the footsteps of the reason it had to be cut short near the end. Unfortunately, our recording studio is not secure to a determined toddler.)

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Mage: the Awakening is a tabletop RPG set in our modern world, but where the supernatural influences every aspect of life from the shadows. Sometimes, a Sleeper gets a glimpse beyond the Fallen World and Awakens, becoming a Mage. During this Awakening, they come to see that the world is a Lie, a prison constructed by a cabal of Ascended Mages called the Exarchs to maintain their dominion over the source of magic: the Supernal Realm. The walls of the prison are known as the Abyss, a place of false reality where creatures of horror reside.

A Mage has the ability to alter the Lie with something True from their own imagination: Magic. Turn people into frogs, become invisible, teleport, stop time, summon lightning, or even speak with the voice of God. The possibilities are endless.

There was a Time Before the Fallen World; some Mages call it Atlantis. Those who do have banded together to form the Atlantean Diamond, four Orders whose sacred mission is to free mankind from the Exarchs' control. The Diamond, along with their enemy-of-my-enemy allies, the Free Council, wage a secret war against the Seers of the Throne, a cult of Mages who worship the Exarchs.

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Mage SightBy Mage Sight Media