The Traditions

          Tradition is most important aspect of your character.  This isn’t something you were born into, or that you study casually – it’s the group you side with, the viewpoint you agree with, the way you believe reality is.  Your Tradition is a conscious choice.  You believe every other group – no matter how noble their intentions – is fundamentally wrong about the way they think reality works.

            Your Tradition is your family.  You stand by them through good times and bad, through success and screw-up.  You may still have a human family, a mother and brother somewhere, but those Sleepers can never understand you.  Nobody can understand you except your Tradition, and that frustration with the world just makes your bonds to each other stronger.  Your Tradition is not just some vague political group you side with – your Tradition is your life.

            Think about why you joined your Tradition.  Was it your mentor who guided you upon that path?  Did you Awaken while studying their viewpoint?  Were you taken into a cult of belief, brainwashed into obedience?  Regardless of how you got here, if you want to get something done in the world, you need a Tradition.  You need a family who will watch your back.

 

Factions: Subgroups of Traditions, with a particular method with which they pursue their Tradition’s teachings.  All Mages will belong to a Faction, to demonstrate which aspects of their Tradition they identify most strongly with.  Generally, you will not change Factions during play.

 

Documents and Protocols of the Traditions

 

Politics and Punishment in the Traditions

 

The History of the Awakened World

 

During the life of the Council of Nine, Traditions form and are disbanded, come and go.  Here are the nine groups involved with the Council of Nine Mystic Traditions.

 

The Akashic Brotherhood

 

The Celestial Chorus

 

The Cult of Ecstasy

 

The Dreamspeakers


The Euthanatos

 

The Order of Hermes

 

The Sons of Ether

 

The Verbena

 

The Virtual Adepts

 

In addition, there is one small group of Mages – a Craft, rather than a Tradition – which has been attempting to gain a voice on  the Council.

The Hollow Ones

 

Antagonists: The Technocracy, Marauders, and Nephandi