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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