Mage

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Revision as of 13:59, 9 September 2012


Mage.png Mage: the Awakening
Edinburgh is a mad god's dream.
~ Hugh MacDiarmid

Stagnation mires the illustrious Royal Society: innovation has faltered, secrets are known and magical real estate claimed, and enemies wiped off the board except for the Seers of the Throne. Entrenched Ministries and complacent Magisters permitted a detente lasting thirty years. Change is sacrificed for a few more years of waning glory and prestige in the shadow of the Pax Alba, a peace that cannot last. Stagnation only lasts so long, and Edinburgh's impending doom is a foregone conclusion for the Awakened.

All that remains is when.

Mages of all Paths and Orders await the pivotal moment when the golden age will finally fall and wash away all they have ever known.

Setting

A city holds its collective breath for the impending doom and the Sword of Damocles hangs over the Royal Society. Edinburgh approaches a pivotal moment in history.

The City is destined.

Decades of stagnation creates an atmosphere of complacency between the renowned Magistrates and entrenched Seers. The status quo cannot hold against enormous external and internal pressures.

The City must change.

Magical real estate and priceless arcane resources are up for grabs for the first time in living memory. Favours await to be earned and ancient secrets unearthed... but the player characters aren’t the only ones attracted by the spoils.

The City holds opportunity.

Upheaval in the Supernal Realms sends ripples through the Fallen World. The Royal Society’s struggles against its enemies reflect the Oracles’ battles with the Exarchs. Can changes that begin in Edinburgh be made real in the Supernal?

As above, so below.

Staff

Mage/Staff

Royal Society of Edinburgh

  • Orders
SteelLegionTransparent.gifAdamantine Arrow
LumenSocietyTransparent.gifFree Council
GuardiansoftheVeilTransparent.gifGuardians of the Veil
InvisCollegeTransparent.gifMysterium
SilverLadderTransparent.gifSilver Ladder



Joining the Sphere

The Mage sphere is currently open to new characters. Prospective mages should review the information below to familiarize themselves with the tone of the setting, accepted published materials, and desired concepts. All characters are expected to fit the mood and theme of Revelations.


Current Plots

The Bad Crow
Summary: Rumours fly around the Royal Society that a nasty crow caused a ruckus on Hogmanay. Certain mages have stated they want an investigation and others may just want revenge. The particularly cheeky bird keeps showing up and causing trouble.
Contact: Lohengrin, Sage, Ywain (NPC)

Checking In On Marva
Summary: Dextra needs a few unfamiliar faces to check in on Marva, a Moros of the Invisible College, who is on the outs with some of the Royal Society and turned back all friendlier summons point blank. The next step is Urien's provost stepping in and Dextra's not above trying to be more tactful than that! Dare the newcomers to Edinburgh enjoin themselves into the creepy annals of Supernal politics against someone known to send unwelcome trespassers home covered in ectoplasm and worse?
Contact: Abbigail, Cairn, Lacrosse, Dextra (NPC)

Party Rock
Summary: The club scene in the West End is kicking, but everyone in the scene knows the real party is happening at the Underground, a killer club in scroungy, dodgy Craigmillar (G6). Hot girls, cheap booze, and an absolutely electric DJ make the 4 quid cover charge worth every pence. It's no place for the wallflowers. Lately things have been full on crazy, winkwinknudgenudge, and what happens in the Underground STAYS in the Underground because no one would believe it by the light of day...
Contact: Mariner, Wulfdun, Ywain (NPC)

Rules and Clarifications



Hangouts

Mage/Hangouts

Dramatis Personae
Personal tools
Namespaces
Variants
Actions
Navigation
Game Info
Mage Info
Character Info
Toolbox