Magic

The Abyss – The rift between the Supernal Worlds and the Fallen World, said by some to grow wider with each Paradox.

Fallen World – The mundane world, including the material realm and the Shadow Realm.

Material Realm – The physical portion of the Fallen World, the only realm of existence known to sleepers.

Shadow Realm – The spiritual or ephemeral portion of the fallen world, separated from the material realm by the Gauntlet.

The Gauntlet – Barrier between material and shadow realms. The strength of the gauntlet varies in certain areas and even disappears completely at a verge.

Verge – Thin place where spirits can cross over, usually temporary.

Paradox – A temporary break in reality caused by the misapplication of magic. There are five types of paradoxes:
Anomaly: a paradox where the local area around the caster is tainted by negative supernatural effects, most often by the imposition of a supernal realm
Bedlam: a paradox where the caster suffers a derangement, worsened by susceptibility to certain magics. In some cases, the derangement might be contagious, affecting one or more other mages.
Branding: a paradox where the caster is inflicted with a supernatural physical disfigurement.
Havoc: a paradox where the caster loses control of his spell, causing it to affect a random target, and in some cases reverse the spell’s effect.
Manifestation: a paradox where a creature from the abyss within the caster’s vicinity.

Atlantis – In mage mythology, Atlantis was the Awakened City, the nation-state from pre-history that first codified the Ars Mysteriorum. Four mystical orders claim to continue its heritage.

Ars Mystoriorum – Magic, the Art of the Mysteries.

Mystical Orders
Adamantine Arrow: a mystical order with roots in Atlantis – warriors and soldiers.
Free Council: a mystical order that was officially formed at the beginning of the 20th century. It proudly claims no ties to Atlantis and seeks to modernize the craft of magic.
Guardians of the Veil: a mystical order with roots in Atlantis – spies and secret police.
Mysterium: a mystical order with roots in Atlantis – scholars and explorers.
The Silver Ladder: a mystical order with roots in Atlantis – viziers and priests.

The Pentacle
Loose alliance between the five mystical orders.

The Supernal World – The higher reality that was cut off by creation of the Abyss in the Celestial War of Atlantis. It is the source of magic and is believed to be a true home for all souls.

Supernal Realm – Realms within the Supernal World. Mages know of five such realms, because of the Watchtowers placed in them.

The Aether – A Supernal Realm where the Ruling Arcana are Forces and Prime. Mages who walk the Obrimos path claim a Watchtower in this realm.

Arcadia – A Supernal Realm where the Ruling Arcana are Fate and Time. Mages who walk the Acanthus path claim a Watchtower in this realm.

Pandemonium – A Supernal Realm where the Ruling Arcana are Mind and Space. Mages who walk the Mastigos path claim a Watchtower in this realm.

Primal Wild – A Supernal Realm where the Ruling Arcana are Life and Spirit. Mages who walk the Thyrsus path claim a Watchtower in this realm.

Stygia – A Supernal Realm where the Ruling Arcana are Death and Matter. Mages who walk the Moros path claim a Watchtower in this realm.

Astral Space – The internal landscape of an awakened soul. Three layers:
Oneiros the personal/individual/dream plane
Temenos the collective dream plane
Dreamtime the world soul
Astral space is populated by denizens reflecting the mage’s individual or collective psyche.

Attainment – A power gained through the crafting of one’s soul by way of a Legacy.

Legacy – A mystical teaching about the crafting of an awakened soul. Legacies cannot be learned from books, but must be taught from mentor to student.

Magic

Red Earth Silver City Orcangel