Awakened of Madtown

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AWAKENED OF MADTOWN
Mage: The Ascension, 20th Anniversary Edition
A Gen Con 2026 roleplaying event by Guldan Age Stories

Thursday, 6:00 PM EDT   •   6 hours   •   Hyatt: Studio 3:1
Game ID: RPG26ND318370   •   Players: 2–4   •   Age: 18+
Experience: None required   •   Materials: None required

MADISON HAS ALWAYS LOOKED ORDINARY FROM A DISTANCE

A clean white Capitol. Lakes catching the sky. Students spilling out of bars after midnight. Beneath the city’s habits and streetlights, reality has seams.

For more than two decades, those seams were buried beneath silence, surveillance, and a storm that tore the spirit world apart. Masters died. Sanctuaries went dark. Ancient knowledge became rumor, broken notation, and frightened memory.

Now the storm is over.

Four people have Awakened.

You are one of them.

THE PREMISE

You will create an original, newly Awakened mage at the table. You begin as a human being with a job, relationships, obligations, and unfinished trouble. Something impossible recently happened to you. It changed what you believe reality is, and now powerful forces have begun to notice.

No experience with Mage: The Ascension is required. Character creation, the setting, and the rules will be taught during play.

WHAT YOU KNOW AT THE BEGINNING
  • You had an ordinary life before magick entered it.
  • You recently witnessed, survived, caused, or became part of something impossible.
  • Madison’s old mages are dead, missing, compromised, or hiding.
  • No established mentor has claimed you.
  • The name New Avalon has reached you through dreams, fragments, or impossible coincidences.
  • Three other new mages have appeared in Madison.
  • Something in the city already knows you are here.
CREATE THE PERSON BEFORE THE MAGE

The strongest Mage characters begin with an ordinary life that cannot survive unchanged. You do not need a finished character before the event. Bring an idea, a wound, or a question.

Think about Ask yourself
Your human life What job, family role, responsibility, study, hustle, or calling defines your days?
Your pressure What debt, grief, duty, addiction, ambition, fear, or promise already has its hands around you?
Your Awakening What impossible event did you witness, survive, cause, or become?
Your belief Finish the sentence: “Reality is not fixed. Reality is…”
Your Madison connection What person, place, obligation, mystery, or wound keeps you in the city?

Keep it playable: Your mage may be skeptical, frightened, selfish, angry, or difficult. They must still be willing to investigate the impossible and cooperate with the group during tonight’s crisis.

HOW MAGICK WORKS

A mage does not memorize a fixed list of spells. You decide what your character believes, describe what they do, and use the Nine Spheres to determine which parts of reality they can influence.

Practice is the method through which your character makes the impossible feel possible. It might be prayer, experimental science, art, code, occult ritual, meditation, ecstatic trance, folk tradition, or something personal.

Instruments are the concrete tools and actions that focus belief. A phone, a prayer, a song, a scalpel, blood, an equation, a dance, a whispered name, a handmade charm, or a carefully told lie can all become instruments of magick.

Arete measures enlightened understanding and forms the basic dice pool for magick.

Paradox is reality pushing back. Reckless magick can twist an effect, injure the mage, change the surrounding world, or attract something hostile. Magick is not forbidden. It is never free.

THE NINE SPHERES
Sphere Governs
Correspondence Distance, location, connection
Entropy Chance, fate, decay, weakness
Forces Energy, motion, light, heat, sound
Life Living bodies and biological patterns
Matter Inanimate substances and physical forms
Mind Thought, emotion, memory, consciousness
Prime Quintessence, magick, raw possibility
Spirit Spirits, the Gauntlet, other worlds
Time Sequence, duration, possibility

You are not expected to know every Sphere combination. Describe what you want your mage to accomplish. The Storyteller will help translate that intention into the rules.

MADISON AFTER THE STORM

The Avatar Storm
For more than two decades, travel into the spirit worlds was catastrophically dangerous. Masters died, vanished, or became trapped beyond reach. The storm has ended, but nobody agrees on why.

The Old Awakened
Madison once supported several mage communities and hidden sanctuaries. Most are silent. The survivors keep their distance from one another and from new mages.

New Avalon
A Horizon Realm once tied to Madison, New Avalon was a place of living magick and impossible adventure. Fairy tale, dangerous wilderness, impossible cities, heroic quests, digital frontiers, and worlds nested within worlds all touched there. Jay Dee sealed the realm in 1985 during a struggle against an entity called the Nameless. Both died, but New Avalon remained closed.

The Capitol Node
Beneath the Wisconsin State Capitol lies a concentration of supernatural power shaped by Jay Dee, who moved through Madison’s history under the name James Duane Doty. Mages, spirits, corporations, and worse things have reason to covet it.

The Present Hour
The storm is over. New Avalon may be reachable again. Rumors of four new mages are moving through a city where the Technocracy, the Nephandi, and Pentex have grown powerful during the Awakened absence.

FORCES MOVING THROUGH MADISON

These names may reach your character as rumor, warning, propaganda, or half-truth.

  • The Traditions: Fractured lineages of mages defending many forms of human transcendence and magick. Madison’s Traditions are shattered.
  • The Technocracy: A global order that stabilizes reality through science, systems, administration, and control. Its agents consider uncontrolled mages dangerous.
  • The Nephandi: Mages devoted to corruption, ruin, and forces that want reality broken.
  • Pentex: A corporate network in which profit and spiritual corruption feed one another.
  • The Umbra: Spirit worlds surrounding physical reality, inhabited by beings that embody places, emotions, ideas, systems, hungers, and forces.
  • Madison’s vampires and werewolves: Old predators and older guardians with their own territories, treaties, secrets, and reasons to care about the Capitol.

The danger of certainty: Every faction explains the world in a way that makes its own choices seem necessary. Listen for what a speaker leaves out. Notice who benefits when you accept a simple answer.

YOUR FIRST OBJECTIVE

Find the other newly Awakened.

Learn why New Avalon is calling to you.

Decide whom you can trust before the powers already circling Madison decide for you.

TONE AND TABLE EXPECTATIONS

Urban fantasy under pressure. Wonder is real, but so are consequences. Magick offers freedom, temptation, and the terrible possibility that your beliefs can wound the world.

  • Every character will have a reason to remain with the group for the crisis.
  • The table will share spotlight time and help new players translate intentions into rules.
  • Characters may disagree without players trying to ruin one another’s experience.
  • Safety tools are a normal part of play. Anyone may pause, redirect, or step away.
  • The horror remains aimed at the characters and the fiction, never at the people around the table.
REMEMBER

You have just learned that reality can be changed.
The question is not whether you have power.
The question is what that power will make of you.