Lorcan made a gun out of demon; its bullets only harm possessed people. On his quest to discover the long-forgotten (and perhaps forbidden) number between 12 and 13, the weapon is proving useful as the Enemies of Sleep appear determined to stop him. 

Duri’s face is normally a blur of swirling spiritforms, but occasionally she can make one of them manifest, and she gains its appearance and memories. If she risks keeping the new face too long, however, she can lose her identity. 

Rodir has connections all over the city, and she holds a collection of wicked keys that allow her to unlock any problem by just creating a keyhole to insert a key, turn it, and see what happens. People don’t appreciate it when she does this to them, but that’s what they get for being in her way.

A roleplaying game of surreal fantasy, secrets, and magic that is truly magical. Build rich characters, explore an astonishing world, and experience RPG stories as exciting as they are memorable.

The infamous Black Cube is currently sale priced on the MCG Shop. Quantities are very limited—get it now before it’s gone!

Welcome to the Actuality

Do you think you live in the real world?

You don’t. This world you see around you is Shadow—a world illuminated only by the Grey Sun. You think it is your home, but that’s because you have forgotten your true self. Awaken, and return to the Actuality and to Satyrine, the city under the Indigo Sun. You are a vislae, a wielder of magic; a shaper of reality; a student of secrets and the real truths that lay hidden within the Actuality. You sought shelter in Shadow to escape the war, but the war is now over and your home has called you back.

You Are a Vislae

Invisible Sun is a roleplaying game of surreal fantasy.

The player characters are vislae—wielders of magical power—recently returned to their true home: the Actuality, a world that seems like a surreal dream to those of us toiling aimlessly in the boring, grey realm you and I falsely believe is the real world. These characters face incredible challenges, visit breathtaking places, and discover secrets so astonishing that the only ones who can cope with them are those who understand the truth that powers the universe: Magic.

Walk the Path of Suns

When exiled to Shadow, you probably believed there was just one sun—but there are, in fact, eight. (Nine, actually—but even many learned people don’t know that, for the ninth is the secret sun. The Invisible Sun.)

Each sun illuminates a different realm along the Path of Suns—the Red Sun lights the realm of destruction and demons; the Blue the realm of dreams; Silver the realm of creation. Eight dimensions of existence; eight major realms your adventures might take you to. But of course there is also the Nightside Path, leading to a darker reflection of each sun’s realm. (It would be far too simple—and erroneous—to call the Path of Suns “good” and the Nightside path “evil,” but some do.) There are also the many half-worlds. Not to mention the Dark; the space between realms that is literally nothingness—but not precisely empty.

The Path of Suns connects all eight suns, Silver to Green, to Blue, to Indigo, then Grey, next Pale, and Red, and finally Gold. (The Invisible Sun is not a part of the path, but rather outside, above, and around it.) Each realm reflects the nature of the sun that illuminates it, and is guarded by wardens and peopled by creatures great and terrible, mysterious and, very often, dangerous. Magical power flows like a rushing river from the Invisible Sun through the other suns. (Although the main current follows the Path of Suns, not all do.)

The Path of Suns is more than a cosmology. It is a representation of the way magic works, the known levels of existence, the stages of a life, and the makeup of the mortal soul, all in one. It is a symbol. A metaphor. A diagram. A map. As a vislae, you might travel the Path of Suns, visiting these realms, parlaying with their wardens, encountering the glories and horrors within, and unlocking their secrets. Or your adventures might never take you beyond the borders of Satyrine, a surreal city rife with intrigue and conflict following the terrors of the recently concluded War.

A Truly Magical Game

Wield Magic That Is Truly Magical

Magic. A power that is fluid, unpredictable, and ever-nuanced in effect. Magic has its rules and methods—it can be pursued, studied, and even mastered—but it can never completely understood or controlled. It is the true power of the universe. Its secrets are boundless, and its use always, in the truest sense of the word, magical.

Magic can be practiced many ways, with different methods, understandings, and philosophies. Most vislae belong to one of four orders, major schools of magical thought and training. Each order approaches magic differently, though there are of course overlaps and commonalities.

Vances study their spells carefully, believing they are, in their own way, intelligent in and of themselves. Makers, as the name suggests, imbue magic into items. Weavers cast spells with a fluid and improvisational sort of sorcery. Goetics use their magical skills to summon angels, demons, and other creatures to do their bidding. Outside of the four orders, Apostates are vislae who find their own paths and methods for wielding the power of magic, rejecting the hierarchies of the orders.

Regardless of how you practice magic, all magic is subject to the ebbs and flows of the currents that power it. The Sooth Deck reveals how these currents may accentuate, suppress, or color magic. You may find that a particular spell will be more powerful than expected—or less so, or slightly different in effect, or simply impractical to cast—based on the flow of magic at a given moment. It pays to be creative—through magic, literally anything is possible—but also to remain attuned to magic’s currents.

(The Sooth Deck is not simply a tool for reading those currents! A careful reading can answer questions, provide insights, and suggest courses of action. The 60 cards of this unique round deck are as beautiful and alluring as they are useful.)

Characters You'll Love

Play a Vibrant, Deep, and Unforgettable Character

Every aspect of the Actuality—the world and those who inhabit it—is detailed and dynamic. Characters are richly fleshed out, through creation and advancement systems that bring their motivations, desires, and backstories to the fore. 

Bonds, character arcs, echoes of your life in Shadow, a secret Soul, your role within your order, and your relationship to other player characters are all established in character creation through a fun, interactive process that engages the entire gaming group. And gives your character—and all of those in your party—a compelling backstory, rich inner life, powerful motivations, and very real relationships—along with a vast array of adventuring hooks.

It is a rare vislae who does not have a house. Your house is as integral to your being as your spells or character stats. The houses of vislae are often haunted, filled with mysterious unknown rooms, bigger on the inside, or possessed of their own intelligence. And in Satyrine, a house is defined as much by what goes on around it as by the contents of its walls (assuming, of course, that a vislae’s house even has walls). Local personalities, sites of interest (or danger), organizations or factions, and ongoing conflicts all affect a vislae’s house and life. These and other character-related setting details are fleshed out through a collaborative process that pulls the players’ imaginations into their world like no other RPG experience.

Finally, for Invisible Sun characters, even death is not the end. For in the Actuality, death is simply the realm under the Pale Sun, another world along the Path of Suns.

Your Favorite Campaign

Experience the Campaign You’ve Always Longed For

Invisible Sun is built from the ground up for gamers who long for campaigns with complex, satisfying narratives loaded with interlacing subplots and driven by deep, vibrant characters with vivid personalities and motivations. With hundreds of pages detailing the vast, rich, and mind-blowing setting, and mechanics focused on character motivation, experiences, and growth, GMs and players will never run out of fascinating discoveries or fresh ideas. Simply opening the box is an act of exploration—exploration that may reach satisfying conclusions, but never truly come to an end!

While conventional RPG game play, with everyone gathering for a few hours every week or two, is the centerpiece of Invisible Sun, the game also accommodates the barriers and realities of our lifestyles with mechanisms that keep the campaign alive even when the real world intrudes.

Players can create between-session side-scenes, covering actions their characters do in the background; flashbacks that might affect the current narrative; or things they want to accomplish in a session they might have to miss. A guest player can be accommodated, joining the game briefly when your cousin shows up from out of town or one of the players is a way for a session or three. And whether you’re an out-loud extrovert who’s happy to tell the world about your character, or a quieter player who keeps your character development mostly to yourself, the game is deliberately designed for you to get the most out of it.

An unprecedented physical production.

The Invisible Sun roleplaying game is filled with massive amounts of content for a unique roleplaying experience. The Black Cube contains (and this is not an exhaustive list):

  • Four hardcover books totaling over 600 pages of game and setting content.
  • Roughly 1,000 cards—the equivalent of about 200 pages of book content. (The cards do not duplicate text in the books.)
  • The Sooth Deck, a beautiful tarot-like deck that’s instrumental to game play.
  • The Path of Suns game board, used with the Sooth Deck.
  • The Testament of Suns, a resin-cast figure that displays the currently ascendant Sooth Card.

  • Character tomes (similar in function to character sheets in other RPGs) for all four orders, plus apostates.
  • A wide variety of tokens for tracking game info.
  • A set of custom Invisible Sun dice.
  • Two cloth maps.
  • A GM’s notebook.
  • A character grimoire pad.
  • Five pregenerated characters.
  • Loads of in-setting handouts and props.
  • A gorgeous art book.

Invisible Sun is a game about discovery and secrets. There may be other content awaiting your discovery in the black cube.

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