Neolithic Mage: Dark Eras | The Sundered World
Humanity rises in a world where gods walk and Flesh and Spirit bleed together. You are the Wise, protecting humanity as the world begins to break.
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SYSTEM
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$20.00
/ Session
Details
Weekly / Sunday - 12:00 AM UTC
Session Duration / 2.5–3 hours
Campaign Length / 50+ Sessions
1 / 6 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
Seven thousand years before the modern era, humanity does not rule the world. Beyond the firelight stretches an untamed wilderness of spirits, monsters, and living gods. The first permanent settlements cling to the valleys of the great River, where the People farm the earth, raise livestock, trade between villages, and slowly carve civilization from a world that still considers humanity prey. The night is truly dark. The wilderness is vast. And between the worlds of Flesh and Spirit lies Pangaea—the Border Marches—where werewolves hunt beneath the gaze of the ancient god Urfarah. You are one of the Wise, the Awakened protectors and mystics of the People. There are no Orders, no Consilia, and no Seers of the Throne. The Wise are healers, diviners, negotiators with spirits, explorers of Mysteries, and defenders of their communities. Your magic can accomplish things ordinary humans can scarcely imagine—but power does not make you invulnerable. Survival matters, your community matters, and every Mystery offers another temptation to push your magic further than perhaps you should. And this world is already broken. The People tell stories of the Time Before, a lost age when humanity possessed wonders beyond anything now known and the gods walked beside them. Its scars remain across the world. Impossible ruins and artifacts survive. Shattered remnants of ancient gods still haunt the wilderness. Yet those Wise who attempt to look backward through Time encounter a terrifying contradiction: the Time Before does not exist. Now something else is changing. Urfarah, the Great Wolf, is growing weak. The Uratha sense that their golden age is ending, and some blame humanity's growing settlements for the death of the old ways. Spirits stir. Ancient powers awaken. Mysteries buried since the Time Before wait to be uncovered. This is a roleplay-heavy Mage: The Awakening 2e chronicle about mystery, exploration, survival, Hubris, and Obsession. Combat will happen, but this is not a game about building the most powerful mage or solving every problem with a fireball. Your relationships, beliefs, discoveries, and the consequences of how you use your magic will drive the story. Character histories will be woven into the chronicle, and players are encouraged to keep their characters' secrets, flaws, and pasts private so the rest of the group can discover them organically through play. New Mage and Chronicles of Darkness players are welcome. You don't need to know the setting—or the secrets of the Sundered World—before you begin. In fact, some things are better discovered in the dark.
Game style
Combat Lite
Roleplay Heavy
Theater of the Mind
Puzzle / Mystery Focused
Game themes
Meet the Game Master
Less than a year on StartPlaying
36 games hosted
Highly rated for: Storytelling, Inclusive, World Builder
Average response time: 3 hours
Response rate: 100%
About me
I’m a 37-year-old Game Master with a deep passion for collaborative storytelling, immersive worlds, and long-form character-driven campaigns. Tabletop gaming has been a major part of my life for years, and since shortly before COVID, professional GMing has been my full-time work. Over the years I’ve run multiple systems and settings, with a particular love for D&D 5e, Adventures in Middle-earth, and Chronicles of Darkness. My favorite campaigns tend to blend strong roleplay, atmosphere, mystery, tension, and meaningful character development. I especially enjoy building stories around player backstories and weaving their choices directly into the larger narrative. I also enjoy homebrew design and adapting systems to fit unique settings and themes. Some of my larger projects have included adapting settings like Elden Ring and Dragon Age into D&D, as well as creating crossover and conversion systems involving World/Chronicles of Darkness and Lord of Mysteries. Especially Lord of Mysteries... Some of my favorite settings and inspirations include Middle-earth, Ravenloft, Eberron, Wildemount, Dune, and the World of Darkness universe. Outside of online GMing, I’ve also been working on building an after-school LARPing program focused on creativity, storytelling, teamwork, and roleplay for younger players.
View Profile →Character creation
Creating your character
Characters will be created before our first session with my help. We’ll use Mage: The Awakening 2e character creation alongside the changes and options from The Sundered World. You’ll play one of the Wise, the Awakened protectors of the People, with one character from each of the five Paths. I'm hoping to recruit one character from each of the five Mage Paths, with each connected to a different aspect of the setting. I will allow one Werewolf in place of a Thyrsus. Thyrsus — the Mystic: Studies spirits, explores the relationship between Flesh and Shadow, and seeks to understand the supernatural forces reshaping the world. Werewolf — the Hunter: Belongs to the culture of the Uratha, understands the obligations of the Hunt, and has personal stakes in the fate of Father Wolf. Moros — The Ocean Below: Death, ghosts, the Underworld, and what remains of forgotten ages. Mastigos — Dreams & the Astral: The human soul, dreams, and memories of a world that may never have existed. Acanthus — The Lost Time Before: Shattered history, Fate, prophecy, and the mysteries of Time. Obrimos — Gods & the Supernal: The nature of divinity, the Pangaeans, and humanity's relationship with higher powers. We’ll build characters together through Discord, and I’m happy to help both experienced Mage players and people completely new to the system. You do not need to know Mage lore or the Dark Era beforehand.
What to expect
Preparing for the session
• Create a free Discord account and join the campaign Discord server. • Have a reliable internet connection and a quality microphone/headset for voice communication. • Create or have access to a Roll20 account. • Review any campaign primers, setting information, handouts, or character creation resources provided before Session 0. • Come to Session 0 with a rough character concept, even if it is only a starting idea. • Characters will be created together during Session 0 to establish connections, shared history, goals, and reasons for becoming involved in the investigation. • Most importantly, bring curiosity.
What Ashley brings to the table
My games are character-driven, roleplay-heavy, and focused on exploration and mystery. I like giving players problems rather than predetermined solutions—the choices you make, the people you trust, and the Mysteries you choose to pursue will shape where the chronicle goes. I use ambient music, maps, handouts, and visual references to help bring the world to life, along with distinct personalities and voices for important NPCs. Combat is meaningful and dangerous, but it isn't the focus of every session; entire sessions may pass through investigation, travel, social encounters, or character interaction without a fight. I generally follow the rules while favoring reasonable creative uses of abilities and magic. Mage especially rewards experimentation, so if you have an unusual idea, I want to figure out how the rules can make it work rather than look for a reason to say no. Above all, expect a slow-burn, long-form chronicle where your character's interests and decisions matter. The world contains mysteries with answers, but I don't expect you to follow a predetermined path to find them.
Homebrew rules
Starting character summary Character: Bonus starting XP Mage with Path mystery integrated: +3 XP Mage without Path mystery integrated: +0 XP Werewolf: +10 XP
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Ashley creates a safe table
Player safety and comfort are important parts of every campaign I run. Before play begins, Session 0 will include discussion of campaign themes, expectations, table culture, character concepts, Lines and Veils, and any topics players would prefer to avoid or handle off-screen. A Lines and Veils document will be provided and can be updated throughout the campaign as needed. I use an open-door policy and encourage players to communicate concerns publicly or privately at any time. No explanation is required to use a safety tool or request a scene change. Players may communicate concerns through Discord, direct message, or during play. X, N, and O safety tools may be used verbally, through chat, or through private messages. If a player indicates discomfort, we will pause, adjust, skip, or redirect the scene as appropriate. My goal is not to shock or upset players. My goal is to create an atmosphere of discovery, adventure, mystery, tension, and horror while ensuring everyone feels respected, comfortable, and excited to participate in the story. After difficult or emotionally intense scenes, I make space for questions, feedback, and check-ins to ensure players leave the session feeling comfortable and supported.
Content warnings
Safety tools used
