Nocturne V.2
A World of Darkness Sim
MAGES
THE AWAKENED
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FACTIONS OF THE ACCESSION WAR
The Ascension War in Mage: The Ascension is a battle over the very nature of reality and is the driving conflict in the metaplot. By advancing their metaphysical cause, each faction in the War seeks to control the Consensus and make their reality dominant - locking out the ability of rival factions to alter it without incurring heavy Paradox. The Technocratic Union is the largest and most powerful faction. They seek to provide humanity with a safe world, free of unpredictable and dangerous "reality deviations". The Council of Nine Mystick Traditions is the second-largest faction, They seek to restore humanity's faith in the fantastic and give them unlimited possibilities., Then of course there are the Disparates, those who refuse to choose a side.
To complicate matters there are also other factors at play, though these other factors ((Marauders and Nephandi)) are not playable characters.
The Marauders are not a coherent group. They are mages fallen so deeply into Quiet that they have transcended Paradox - reality is defined by the Marauder rather than by the Consensus. ((Marauder and Nephandi are Storyteller Controlled Characters "STCC'S" only))
The Nephandi, also not a coherent group, seek to destroy reality altogether in order to make way for a new creation.
The Sleepers are all those who are not mages. They currently control the Consensus, though they have very little in the way of altering it.
If you are new to mage, we recommend playing an Orphan from the Disparates Faction as they have an easier time of it than lore heavy traditions.
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THE COUNCIL OF THE NINE MYSTIC TRADITIONS
Proud alliance of survivors who strive toward an age of miracles. They seek to awaken humanity, striving to pave the way for the age of miracles where accension and magic will be the norm. Barely tolerated, they try to avoid the attention of the Technocratic Union.
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The Akashic Brotherhood (the Akashayana)
The Cult of Ecstasy (a.k.a. the Sahajiya)
The Dreamspeakers (a.k.a. the Kha’vadi)
The Euthanatos (a.k.a. the Chakravanti)
The Sons (or Society) of Ether
The Virtual Adepts (a.k.a. the Mercurial Elite)
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DISPARATES
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DISPARATES
The most prominent sects that refuse to join either the Council or Technocracy. Generally they don't give a crap about the Ascension war, but if push came to shove, they'd choose the Council over the Technocracy.
NOTE: Of the disparates only the Hollow Ones and Orphans are available for play.
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The Ahl-i-Batin
The Bata’a
The Children of Knowledge(a.k.a. the True Solificati)
The Kopa Loei
The Ngoma
The Sisters of Hippolyta (a.k.a. the Hippolytoi)
The Taftâni
The Templar Knights
The Wu Lung
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THE TECHNOCRATIC UNION
(NPC ONLY NOT PLAYABLE )
The governing force of Enlightened Science and implacable Control. They Believe that humanity can only be brought to Ascension via the use of technology and control of the media. They generally are the guys in charge right now. They have little respect for the Traditions and keep a careful watch on them. Looking out for reality deviants and issuing "Cancellation " orders on those who disrupt reality too much.
Iteration X
The New World Order (a.k.a. the NWO)
The Progenitors
The Syndicate
The Void Engineers
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