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Roleplaying Games - White Wolf - World of Darkness
- Mage
Mage: The Awakening
The Power to Remake the World
In an age long gone, mortals dethroned the gods and seized the
heavens for their own. And for it, they were flung down into the
world of clay, their minds clouded by ignorance. Only a bare few
remember their birthright - the power of magic. If they cannot claim
the heavens, they will make their own kingdoms on Earth.
A Storytelling Game of Modern Sorcery
- Provides everything you need to tell your own
stories in the occult world of the Awakened, including details
of the various orders and paths of magic, and many secrets of
the World of Darkness. Requires the World of Darkness rulebook
for play.
- Presents the most comprehensive and freeform
magic system ever achieved in gaming, allowing characters to
cast nearly any spell imaginable.
- Features Boston as a fully fleshed-out,
ready-to-play setting.
Features artwork by the acclaimed Michael Kaluta.
$34.99
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Mage: The Awakening Storyteller's Screen
All You Need Before Your Eyes
There's nothing more frustrating for a Mage: The Awakening
Storyteller than searching for that one rule during a game. Well,
that and needing to use a spell and not having enough Quintessence.
At least we can solve the first one.
A Play Aid for Mage: The Awakening
- Four-panel screen displays all the necessary
rules and charts for easy reference during game sessions.
- Made of thick, durable cardboard stock (like
the cover of a hardback book) - no flimsy screen here.
$14.99
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Mage: The Awakening Character Sheet Pad
A Sheet for Everything
The Awakened struggle to rebuild their societies and carve out their
own kingdoms on Earth. Witch, technomancer, shaman - which one are
you?
A Play Aid for Mage: The Awakening
- Preprinted character sheets, customized for
every playable path and order.
- Easy to photocopy or use as is - no need to
photocopy your rulebook.
- Every player needs a sheet, making this a
valuable play aid.
$9.99
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Sanctum and Sigils
The Fallen World resists the efforts of mages to
impose higher realities onto the mundane laws of nature. The very
disbelief of Sleeper souls can unravel spells, but mages can build
strongholds that establish a foothold for their Supernal Realms. In
these sacred sites, mages can perform wonders akin to those of their
Atlantean ancestors.
A sourcebook for Mage: The Awakening
- A detailed look at mage society and its
sectarian politics, from its Hierarch leaders to its Sentinel
enforcers.
- Reveals the inner world of mage sanctums and
demesnes, anchors between the mundane world and the Supernal
Realms.
- Example sanctums for both Atlantean orders and
their rivals.
160 page hardcover.
This book includes:
- Details on the Protocols and Great Rights of
mage cabals, and the laws of the Lex Magica presided over by the
Consilium.
- Expanded rules for the sanctum, Hallows and ley
lines, including new Merits and spells.
- Information on Seers of the Throne pylons and
Banisher cults, including sample groups.
$26.99
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Boston Unveiled
That Old Black Magic
The first European mages to arrive in New England made dark compacts
and concords that still affect the region to this day. From ancient
oaths signed in blood to the dying curses of witches, Boston’s
modern mages are bound by fates not of their own making. The region’s
history weighs heavily on the shoulders of all — even from beyond
the grave.
- Provides complete details on Mage’s signature
city, including a detailed secret history, geographical
overview, and details on magical movers and shakers, malcontents
and looming threats.
- Includes new spells to cast, and much more for
Mage players.
- Full of cabals for Storytellers to use as
allies and antagonists, as well as plenty of story seeds and
other tools. A ready-to-play setting.
- Builds on the material in the Boston appendix
of the Mage rulebook.
U.S. Page Count: 144 (Hardcover) .
$26.99
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Legacies: The Sublime
"Time is a cycle.
Beginning.
Middle.
End.
All part of the cycle.
Genesis mandates conclusion;
a start necessitates a closure.
The time is nigh for the conclusion.
This is the end."
-- Durandal, prophet of the Cult of the Doomsday Clock
Mages aspire to greatness, and none more so than those who craft
their souls with the techniques of the sublime—legacies that
invoke awe and terror. Legacies: The Sublime details 13 all-new
legacies, the specialized magical paths that result from
soul-shaping and grant unique mystical attainments. Each legacy
features a detailed history and organization along with its own
unique attainments. Legacies: The Sublime also provides complete
rules for designing your own legacies.
160-page hardcover supplement for Mage: The Awakening
This book includes:
- 13 new legacies for players to choose from
- Extensive advice for players and Storyteller on
creating their own legacies
- Two all new "techgnostic" legacies,
for mages who mix magic and technology.
$26.99
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Guardians of the Veil
"Who are we? Don't ask for secrets if you
cannot keep them. Do you wish to take this step? Good. We are the
secret police of the Awakened, charged with our task by the kings of
lost Atlantis. We watch and judge the Gifted for any sign of
malpractice of their Art, for we knew of old that the Abyssal taint
of miscast spells risks the very universe. To remain pure, magic
must be kept secret - and we make sure it stays that way."
-- Coatlicue, famulus Susceptor of the order
Guardians of the Veil is a 224 page hardcover supplement for Mage:
The Awakening.
This book includes:
- The history, culture and society of the spies
of old Atlantis
- Factions within the order, the three Veils of
initiation and the 49 Masques worn to change identities
- New spells, enchanted items and Legacies
$31.99
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Tome of the Watchtowers: A Guide to Paths
When a mage Awakens, she touches one of the five
legendary Watchtowers. The Atlantean kings erected these mystical
spires in ages past to call out to slumbering souls, beckoning them
to claim their birthright: the power of magic.
- Details on the histories, practices and
societies of the five Paths
- Charts of the many symbolic correspondences
between the Supernal Realms and real-world occult systems
- Sample Path characters and new Legacies
Tome of the Watchtowers: A Guide to Paths is a 160
page hardcover chronicle book for Mage: The Awakening.
$26.99
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Secrets of the Ruined Temple
Some things are best left forgotten. But why
should that hold us back?
The ancients hoarded their magic and sealed it in secret redoubts,
hidden from Sleepers and the debased spells of our age. The lords of
these storehouses are long gone, but their enchantments remain,
enigmas to confound us, their heirs in magic. In some of these
places, the guardians charged with their protection still wait,
ready to destroy interlopers.
But I have a map, and I know certain secrets.
Are you with me?
— Athos, Mysterium explorer
The exiles of Atlantis hoarded their artifacts in magically sealed
and guarded redoubts, hidden from Sleepers and common spells. The
masters of these storehouses are long gone, but their enchantments
remain, enigmas to confound all who would seek them — but seek
them some do. Mages obsessed with the power of the ancients scour
the material and Shadow realms for these places, ignorant of the
things that still guard them. Few of these explorers ever return.
- Surveys the hidden temples, storehouses,
libraries and refuges of the ancient Atlantean mages
- The legend of Atlantis and how it has changed
throughout the ages, including many forgotten theories about the
Awakened City
- Temple guardians, enchanted items, and all
manner of beasts found near Atlantean ruins
- The secret Atlantean "temples" of
Astral Space
Page Count: 128 (hardcover).
$24.99
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Reign of the Exarchs
"The Exarchs are real.
The Dethroned Queen,
cast out of the Heavens by wiser gods than she,
proves they’re real. You can doubt her existence,
but doing so only proves your ignorance.
The Dethroned Queen was real.
Soon you’ll see.
Soon you’ll get it.
Then you’ll believe."
— Jonah Reed, Seer of the Throne, prior to his execution
This book includes:
- A complete Storytelling chronicle for Mage: The
Awakening
- Five complete and compelling playable stories,
each centered on an ancient mystic artifact and building to an
epic conclusion
- New spells, spirits, artifacts, characters and
legends make this chronicle an exciting example of the game in
action
For use with the World of Darkness Rulebook.
$26.99
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Tome of Mysteries
You who would harness thunder to the chariot of
your will and wield the winds with your breath - do you think these
things are owed to you? That they will yield to the investigations
of your mind, as a ripe fruit to the knife? Does the water obey the
stone? No, the water, with its supple flow, carves the stone.
So does magic carve your soul.
As the sea hides its secrets from the land, so magic cloaks itself,
revealing its depths only to those who plunge in. The Temple of the
Mysteries lies sunk deep below these torrents, under the sediment of
centuries. Can you hold your breath long enough to dig it out?"
- The Tyrian, rumored archmaster
This book includes:
- Advice on creating your own spells and
understanding how cultural beliefs affect magic
- Speculations on the nature of archmastery and
the rumored Abyssal Watchtowers
- A plethora of new spells and item enchantments
Tome of the Mysteries is a 192 page hardcover
supplement for the World of Darkness game, Mage: The Awakening.
$29.99
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Intruders: Encounters With the Abyss
From beyond, they come.
They are spawned of That Which Is Not, and they hunger for That
Which Is.
There are a thousand-thousand blasphemies reflected into the gaze of
the Abyss, and a thousand-thousand more beyond sight. One by one,
slithering in secret, they crawl into the world. The day will come
when the Awakened look up from their tomes and ruins and petty
factionalism, and wonder where all the light in the world has gone.
But it will be too late, then.
--Govannon, Guardian of the Veil, archivist of
Abyssal manifestations
This book includes:
- More than 20 strange Abyssal entities and
phenomena, including rules on how they enter the Fallen World,
their goals and how to send them back into the void.
- Ample story seeds and advice for using the
creatures presented herein.
- Speculation on the nature of the Abyss,
including its effects on the physical world, Twilight, Shadow
and the Astral planes.
Intruders: Encounters With the Abyss is a
supplement for Mage: The Awakening.
$31.99
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The Free Council
"Oppenheimer was no mage, but how can you say he wasn't a
wizard? I'm sure he'd never seen any Watchtower or Atlantis god-king
or any of your other old myths. But he conjured up something the
world had never seen before and changed this Earth forever. No mage
had ever done what he did, but we consider ourselves the Awakened
people. I'll bet you anything that when he saw the flash, he woke
up, whether it was like us or not. Imagine what we can do when we
see through the Lie and recognize that magic and science are all the
same thing: wondrous." — Morton, Libertine Futurist
Rethink it. Rethink what you know about magic. About human history.
About what's real and what's myth. The Free Council is questioning
everything. Sometimes this leads to new breakthroughs in sorcery.
Sometimes this leads to disaster. What it never creates… is trust.
An Order book for Mage: The Awakening.
- The definitive guide on the youngest of the five Orders of
Atlantean magic — a must for any Mage player.
- An insider's look at the Free Council, including unique cabals
blending technology and magic, new spells and rotes, and
artifacts utilizing both science and magic.
- A history of the Free Council and an exploration of the cults,
clubs and cells that make up its unusual social structure —
and how to tell thrilling stories using it all.
U.S. Page Count: 144 page hardcover.
$26.99
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Astral Realms
Listen. Can you hear it? The thunder of your
soul, roaring within the thousand thousand worlds that exist within
you.
Gods are there, inside you. Worlds of dream and
knowledge, chains of purest gold that bind you to each and every
other mind that walks this earth.
Sink beneath this base flesh and find the noble
self within. Read the words written on your soul. Speak the names
you find there. Set yourself free.
— Aristarchus, Moros lorekeeper of the
Adamantine Arrow
This book includes:
- Information on navigating Oneiros, Temenos and
the Anima Mundi
- Dangerous denizens of the Astral, including the
daimon spirit guides
- Artifacts and things of dream to aid a mage’s
dreamquest
- Six sample realms awaiting the adventurous
Astral Realms is a supplement for Mage: The
Awakening.
$29.99 |
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Adamantine Arrow
The Dragon’s Talon
Existence is war. The Exarchs’ power cannot be
thrown off by calm words and gentle gestures. The Banishers won’t
relent if they see you’re harmless. Sometimes you need to fight
harder than you’ve ever fought before — swift and unbreakable,
like arrows made of adamantine.
A Character Book for Mage: The Awakening
- The history, society and culture of the
Adamantine Arrow
- Artifacts and spells to aid the Arrow’s
constant struggle
- Allies and antagonists of the Ungula Draconis
US Page Count: 224 (hardcover).
$31.99 |
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Grimoire of Grimoires
Hidden within the covers of innocuous books,
written in fire on pages of brass, uttered in ancient tongues on
mysterious recordings — the power of the Supernal can be trapped
in physical form. For those who unlock the secrets of the grimoires,
great majesty and great peril await.
Grimoire of Grimoires includes:
- 18 new grimoires offering great power and great
danger
- New spells, legacies and blessings conferred by
these works of power
- Peculiar new grimoire forms, from a popular
fantasy series to a black metal album
A Chronicle Book for Mage: The Awakening
$27.99 |
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