The world is full of Mysteries that changelings don’t always have time to investigate on their own, what with the hiding from Huntsmen and the Court politicking and the occasional joyride around an unsuspecting mortal’s dreams. Luckily, there are Wise folk in the world who roll up their sleeves to take on that dirty job. They populate the pages of Mage: the Awakening, third and final game under consideration in this little trilogy of crossover episodes. Warping reality according to their own ways and whims, a mage has ample opportunity to cross a Lost’s path and make life more interesting. We consider how, and why, and how many of the umpteen fancy terms one might need to drop a willworker into a Changeling game.
If you’d like, pick up the second edition corebook that is the basis of our discussion at https://www.storytellersvault.com/en/product/181754?affiliate_id=3063731. If you’d further like, you can send us questions or comments or screams of terror via:
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your hosts
Pooka G (any pronoun/they) suggests you start at the corners when putting together the jigsaw puzzle of reality.
Amelia Fetch (she/her) is less of a Guardian of the Veil and more a Sentinel of the Caftan (it’s just comfier).
The job is to seek mystery, evoke mystery, plant a garden in which strange plants grow and mysteries bloom. The need for mystery is greater than the need for an answer.
—Ken Kesey, “The Art of Fiction”