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Tomes of Magick: Mapping Werewolf’s Umbra

Werewolves⁠ see the Otherworlds differently with different senses, different passages, and possibly different places. Adam and Terry talk ⁠Umbra⁠, ⁠Umbra (Revised)⁠ and ⁠ W20 Umbra: The Velvet Shadow ⁠ from the Scar to the planetary court.

Tomes of Magick: Werewolf Umbra Books

Werewolves⁠ guard against mages raiding their ⁠caerns⁠ for ⁠quintessence⁠ but no one can stop us from raiding Werewolf books for story ideas! Adam and Terry talk ⁠Umbra⁠, ⁠Umbra (Revised) and ⁠W20 Umbra⁠ from Chaos Stones to the Kami.

Planetside: The Void Engineers on Earth

The ⁠Void Engineers⁠ get pigeon-holed as the ⁠Convention⁠ of ⁠space marines⁠ and ⁠voidships⁠, but that’s just one part. Bryce and Terry talk about what the Void Engineers do on Earth and how to run planetside oid Engineers stories.

Making Sense of Paradigm, Practice, and Instruments

Mage: The Ascension 20th Anniversary Edition was a leap forward in how a character does magick with ⁠focus ⁠but how do we bring instrument, practice, and ⁠paradigm⁠ alive at the table? ⁠Charles Siegel⁠ walks through optional systems, high level explainers, and his reference work, ⁠Prism of Focus⁠.

Tomes of Magick: M20 Victorian Mage

M20 Victorian Age⁠ describes a world on the cusp of modernity steeped in gaslit mystery. ⁠Pook⁠ and Terry talk the ⁠perils of the straits⁠, ⁠the intrigue of empire⁠, and odd magicks ⁠re-emerging after centuries⁠.

Shakespeare’s Magick England after the Sorcerer’s Crusade with Nathan Foxgrove

What does magick look like in ⁠Shakespeare⁠’s England with ⁠Dee ⁠as ⁠Elizabeth⁠’s court astrologer and ⁠Walsingham⁠’s spies everywhere? Nathan Foxgrove joins to talk ⁠Navalon⁠, the last ⁠skyriggers⁠, and the Book of Oberon.

Advice for First-Time Storytellers with Walking into Shadow

Mage is an intimidating game to run, so besides the rules, what to keep in mind when you start? ⁠Simon⁠ from ⁠Walking into Shadow⁠ and Terry talk recommendations to get a game a Mage that won’t fall apart in one sitting.

Exploring the Deep Umbra in Werewolf and Mage with Hal Case

The ⁠Deep Umbra⁠ is vast and dangerous but full of wonders. So how do you get there? ⁠Hal Case⁠, author of ⁠Umbral Pilots⁠ for Werewolf 20 and Mage 20, talks spirit-powered spaceships, plasma klaives and Garou/Mage relations.

Reflections and Plans: 2023 in Review

WEIRD EPISODE! First, a little bit on how 2023 went for Mage: The Podcast, then a lost conversation with ⁠Noah H⁠ of ⁠The Story Told⁠ on ⁠Chronicles of Darkness⁠ and RPG art.

Reality Deviant Book Club: Sandman

The Sandman⁠ is one of the most highly lauded comic runs to have ever been published, what can we take from it for our games? Pook and Adam discuss mood, inspiration, and ⁠T.S. Eliot⁠ in this edition of Reality Deviant Book Club.