Fangs of Mara

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This is a site-wide House Rule Banned: Fangs of Mara has been removed from general play on Edge of Darkness. The staff has determined that Fangs of Mara is either over powered, inconsistent or does not promote constructive game play in the environment that has been built on this site. Please know that Fangs of Mara has been discussed on some level and that the removal of Fangs of Mara play was done with the best of intentions. This source material may be available outside of the general setting, in side games.
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Legacies the Sublime 138
Primary Mind
Path Mastigos
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Fear is the chain that binds all souls together: men, beasts, spirits and gods alike. nothing that lives is free from fear.

The Fangs of Mara are, if the Legacy’s adherents are to be believed, practitioners of an old Legacy. Some Awakened scholars believe that its philosophy has always existed, in one form or another. Such allegations can neither be confirmed nor denied, however, and only a scant few facts exist to corroborate the claims of the Fangs, or of the mages who condemn them.

What is known is that the Fangs derive some measure of their power from the acamoth and their Abyss-bound kin. In the eyes of most other willworkers, this offense makes the Fangs as bad as the Scelesti. After all, how much difference can there really be between bending knee to the Devil, and making use of his tools?

In truth, the Fangs of Mara make use of the darkest of magics, though not in the same manner as the Scelesti. Rather, the Fangs wrest their attainments from restless dreams and hideous imaginings of the demon-gods, nightmares literally beyond any human comprehension. But why? Though known to but a handful of living willworkers outside of the Legacy, the Fangs aspire to the goal of using their knowledge to destroy those elder monstrosities and, perhaps, bridging the unfathomable gulf between the Fallen World and the Supernal.


  • Fear's Icy Hand
  • Glimpse of Madness
  • Throw Wide the Gates
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