It seemed so harmless at the time, a cheerful heirloom Russian toy found in your grandmother's attic, unopened. One by one however, your kin began to fall into a deep sleep, their souls adrift in the Astral Realms. Can you rescue them and solve the Matryoshka's riddle?
Things just got too hot. Your territory was overwhelmed and you were forced to flee the city or die with the rest of the Forsaken, and for better or worse, you chose to retreat. You won't make it that easy for them, though... things have cooled a bit and it's time to take back what they took.
The Horzine Institute's reputation as a leader in cutting edge medical technology is starting to get a tad tarnished as more and more strange occurrences and missing persons are connected to the biotic powerhouse. Take the roles of a rag-tag group of investigators in London and uncover the bloody truth behind Horzine's late night activities.
The story begins with your motley waking up on a dark and stormy night on a dock in New Orleans. The gusty wind heralding the arriving of a hurricane still far out in the gulf... the problem is you have no idea why you’re here or how you got there.
One of the Seers of the Throne has turned rogue. Worse, he's stolen three artifacts and plans to turn them over to the Pentacle Mages. You and your Pylon must find him and bring them back... and that's only the beginning. See how the other side lives... try your hand at a Seer of the Throne.
You've known Mrs. Martha Johnson all your life. She taught your Sunday School, gives organ lessons, and her cookies always place every year at the county fair. But something from her past is about to make your present a nightmare.
The Adamantine Arrow Cabal charged with defending Kalamazoo has a pretty easy job... or so they thought. Something is about to happen that could endanger not only the local community, but Mages worldwide. It's up to them to stop it, if they can.
It's a dream come true. An insanely wealthy organization has given your cell everything they could ever want: weapons, vehicles, contacts and seemingly limitless resources. The only catch? You have to hunt every vampire you meet. Sounds too good to be true.
Infighting has been the name of the game for the Council of Twelve, a Lucifuce-run Conspiracy, for centuries. When the ward of one of the Regional leaders goes missing; your cell is pulled unwillingly into a web of darkness and deceit that stretches from the skyscrapers of Manhattan to the sacred halls of the Vatican.
The Academy of Occult Arts and Sciences, Year One - An Introductory Course in Metaphysics
Description:
Not everyone who Awakens is ready for the revelations that come with it; those who gain the Sight too young are gathered together by the Orders. However, not everything is so sanguine for those children, taken from their families and thrust into a world of monsters and magic.