Mage: The Sorcerers Crusade
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Reference Material
Mage: The Sorcerers Crusade is a game of magic and change set between the close of the High Mythic age and the birth of our Modern Era. Players move through a dark and fantastical version of the Renaissance where a newly formed Council of Nine Mystic Traditions clashes with the growing power of the Order of Reason.
Setting
The setting for Sorcerers Crusade is Europe during the early Renaissance, from about 1400 to around 1500. The history is based on the real world but has an undercurrent of magic and the super-natural that has been operating behind the sceens. In general the setting is refered to as Dark Fantastical, as opposed to the Gothic-Punk title of the modern games.
Traditions & Orders
Council Magi
- Ahl-i-Batin
- Akashic Brotherhood
- Chakravanti
- Choeur Celeste
- Dream-Speakers
- Order of Hermes
- Seers of Chronos
- Solificati
- Verbena
Daedaleans
- Artificers
- Cabal of Pure Thought
- Celestial Masters
- Craftmasons
- High Guild
- Hippocratic Circle
- Ksirafai
- Void Seekers
Others
Game Mechanics
House Rules
Official Publications
Mage: The Sorcerers Crusade (book) 1998
Adventures
Original Material
Character
- Merits/Flaws. Mage merits and flaws.
- Rotes.
- Spheres.
Environment
- Characters. A flurry of NPCs to interact with and get inspiration from.
- Traditions].
- Wonders.
Gameplay
- House Rules. Share your own rules that work so well.
- Locations. Cities and places relevant to Mages.
- Storyteller Advice. Advise your fellow STs about running a game.
- Plots. Plot ideas, campaigns and subplots about Mage games.
