Looking for players › 1200 BCE Molten Bronze

1200 BCE Molten Bronze

Mage: the Ascension
Mage: the Ascension
Online
Roleplay focused
Conversation, character and story take up most of the table time.
LGBTQ+ friendly
The table is openly welcoming to LGBTQ+ players.
Newbie friendly
New players are welcome, and nobody expects you to know the rules beforehand.

This game has been archived

Description

A street-level Mage chronicle in 1200 BCE Ugarit, where stolen sacred relics pull young mystics into a collapsing world.
  • schedule is still flexible
  • beginner-friendly
  • street level campaign
  • set in the ancient city of Ugarit on the Syrian coast
  • you will be members of different organizations in search of stolen mystical artifacts
  • roleplay-heavy
  • we will be using discord primarily 
Detailed Version: Ugarit is dying, though no one will admit it yet. The harbors are still crowded, the temples still receive incense and bronze, and the scribes still press certainty into wet clay. But something has gone wrong beneath the order of things. Across the great cities and hidden sanctuaries of the Near East, sacred artifacts have vanished from priesthoods, mystery cults, temple archives, funerary houses, and esoteric societies. These are not mere trinkets, but objects of power, memory, oath, and divine favor. In response, a vast search has begun, stretching from the Levantine coast into Canaan, Anatolia, Cyprus, Mesopotamia, and beyond. You are not the masters leading it. You are the ones sent into the dust, the markets, the shrines, the caravan roads, and the back rooms to find what the powerful have lost. This is a street-level Mage: The Ascension 20th Anniversary Edition chronicle set in 1200 BCE, at the edge of the Late Bronze Age collapse. The game is about omens, theft, faith, politics, and the slow realization that these disappearances are part of something much larger. Each player belongs to a different organization with its own rites, beliefs, and secrets, and each has a personal stake in recovering what was taken. You begin as lower-ranking members, overlooked by your superiors and surrounded by people more important than you. That makes you useful. It also makes you expendable. The story starts in Ugarit, but it will follow rumors, clues, dreams, and obligations across a world held together by trade, ritual, and fragile alliances. The tone is mystical, tense, and human. This game is for players who enjoy investigation, social maneuvering, hidden agendas, old gods, symbolic magic, and characters who grow into significance rather than starting there. I like to run games where the world feels lived-in and reactive, where magick is strange and meaningful, and where small choices can reshape relationships, communities, and eventually history. Expect a mix of grounded local scenes and uncanny supernatural mystery: dockside negotiations, temple rivalries, stolen tablets, haunted roads, prophetic dreams, and the sense that the world-system itself is beginning to crack. You do not need to be an expert in Mage lore to enjoy this game. What matters most is that you want to play someone with convictions, loyalties, and questions they cannot easily answer. This is a campaign about different paths to power colliding under pressure, about what people do when the sacred is threatened, and about who you become when the search for a stolen relic turns into a descent into the hidden machinery of a collapsing age.
Mage: the Ascension

Mage: the Ascension

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  • Location: Online
  • Game frequency: Oneshot
  • Timezone:
    GMT
    Greenwich Mean Time (GMT/UTC)
  • Organizer: StupidHerodotos StupidHerodotos
  • Players: 3/5
  • GM: 1/1
  • Language: English
  • Added: 22. April 2026
StupidHerodotos StupidHerodotos

I have been playing and DMing games in a variety of game systems for nearly 10 years. I work in the TV industry, I am studying the ancient near east and have a penchant for intrigue, drama and cinematic moments.

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