World of Darkness: City of Spires
A dark gothic-horror mirror of the real world, filled with danger, corruption, and despair. In this world, the supernatural exists in secrecy. Vampires, werewolves, mages and other horrific creatures of myth and legend roam the dark streets, secretly influencing humanity and challenging one another for power in this shadowy world.History remains on the path it does in the real world, though the happenings and people that have influenced major events may be different than you have learned. Dark cabals, secret societies, cults of dead deities, and all manner of things spewed by the insane may have a grain of truth. In this world, nothing is as it seems and everything may be a lie.The people of the World of Darkness are greedier, poorer, and much more cruel than those of the real world. With such creatures around, they must be. Cities are more gothic, dirty, and imposing to those that live in them. Danger lurks in every shadowy corner. No one is to be trusted and those that can be are worth more than their weight in gold. Choose your companions wisely.Welcome to the World of Darkness.
Rules
Rule #1: Don't be a dick.More detailed rules can be found by checking out the Rules of the Game document below.
Bans and Appeals: Bans are removal from the discord and associated discords and your steam ID is blacklisted. If this happens to you due to misunderstanding or miscommunication unless you are banned without appeal, you may appeal your case with available staff. We reserve the right to either review your appeal or not. You are not owed one.
Where our story begins...
In the Year 1584.In the darkened streets of Prague, nestled in the heart of the Kingdom of Bohemia, cobblestone pathways echo with the whispers of the past. Each building standing as a silent witness to the horrors that stained each shadowed alley. As night fell, the flickering glow of torches and the dim radiance of candles cast long, twisting shadows across the uneven surfaces, like claws seeking in the dark, reaching and grasping for any purchase. In the winding alleys, air thick with the scent of burning wood and the distant sounds of revelry from the taverns hangs heavy. The city's pulse quickens after dark. Shadows and gloom dance along the walls, concealing secrets within that deep cloak of night.The Vltava River winds, like a pulsing vein, through the heart of the City of Spires, dividing the city into two halves. To one side, the looming silhouette of Prague Castle atop Hradčany Hill dominates the skyline, a brooding presence looming over the city. Its gothic spires seem to pierce the heavens. Within its ancient walls, its ruler, Rudolph II has not been seen for months. Tales of his dealings with alchemists and other practitioners of the dark arts spread more virulently than the plague. The ruling houses hold court over a kingdom divided. The lesser town sprawls beneath, a network of narrow alleyways and hidden corners, each path rife with new dangers, mundane or otherwise.On the other side sits the Old Town Square, a bustling center by day, transformed into a mysterious tableau by night. The Astronomical Clock, an intricate marvel of gears and symbolism, marks the passage of time with a haunting precision. Its intricate gears and moving figurines pay homage to the passing hours, each chime resonating through the quiet streets as a reminder of time's relentless march. The Church of Our Lady before Týn makes its mark on the skyline as its spires reach towards the heavens. Beautiful. Yet within its hallowed halls, darker forces often clash with the teachings of the clergy. Even this floor is marred with blood and deeds done in darkness. The boundaries between the sacred and profane blur in the City of Spires, conflicts between the divine and the occult play out in a silent struggle for dominance.Beneath the surface of mortal Prague, supernatural forces move like phantoms. Vampires, werewolves, and mages lurk in the shadows, each one navigating the intricate dance of power that defines the World of Darkness. Vampires, their eyes glinting with ancient wisdom, navigate the complex politics of the night. Werewolves prowl the outskirts, guardians of a hidden wilderness within the urban sprawl. Mages harness eldritch forces in hidden sanctuaries, their arcane rituals echoing through their subterranean chambers.Be witness to a world where darkness reigns, and venture into the shadows to unravel the mysteries that lay hidden in the heart of the city.
Guides
Character Creation
Coming soon!
Investigating & Tracking
leaving points of interest
There are often cases in which characters may affect the world around them through POIs that can be investigated or tracked - for example, damaging a door when breaking into a home, or leaving behind smeared blood on the street after a fight. When this happens, players should open a Roleplay POI ticket with the Storytellers so they have all the information they need for any other tickets opened regarding the POI.Players can make an attempt to cover their tracks. Doing so requires a Wits + Survival roll, which the player should screenshot and add to the POI ticket. Successes from this roll are divided by two and rounded down for the purposes of tracking attempts.
poi ticket form:
Character name:
Teleport Location of POI (Alt+Shift+L):
Detailed description of what occurred:
Direction leaving the site (north, south, east, west):
Gate entering/exiting the city (if applicable):
Catacombs entrance/exit used (if applicable):
Final destination for the evening (where did the character stop to rest that day?):
Screenshots of the scene and POI left behind:
investigating & tracking
There are multiple ways to gather information regarding a POI or similar scenario. Two of the most common are investigating the area and trying to track down who may have been there. Investigation is strictly to find information at the scene, and uses a Wits or Perception + Investigation roll to determine the level of detail in the information they can find. Tracking is strictly to track down someone (or multiple people) from the scene, and uses Perception + Survival (or Perception + Primal Urge if a werewolf in Lupus form).The number of successes needed to gain useful information changes depending on the circumstances surrounding the event.
- An additional success is needed in both Investigation and Tracking rolls for every day that has passed since the event occurred.
- A player cannot make more than one Investigation or Tracking attempt on the same POI. However, more than one person can attempt to do so. An additional success is needed in both Investigation and Tracking for every attempt on the same POI.
- If the player who left the POI attempted to cover their tracks, additional successes for Tracking may be required depending on how successful they were in doing so.
poi investigation form:
NOTE: This is to find information AT the scene, not for tracking FROM the scene.
Character Name:
Teleport Location of POI (Alt+Shift+L):
Screenshots of the RP and rolls (Wits or Perception + Investigation):
poi tracking form:
NOTE: This is to track FROM the scene, not to find information AT the scene.
Character Name:
Teleport Location of POI (Alt+Shift+L):
Screenshots of the RP and rolls (Perception + Survival or Primal Urge if a werewolf in Lupus form):
Soulsight Guide
Soulsight and similar abilities allow the user to read the auras of their target. Once it is used, the target will become immune to all other Soulsight attempts for a period of time. What information the Soulsight user receives depends on the number of successes.Soulsight can not be used to determine what supernatural faction their target belongs to unless the target agrees to share it.1 Success: User can read the shade of an aura. You can tell the aura is light-colored or dark-colored, but you can't see the colors themselves.
2 Successes: User can distinguish one basic color in the target's aura, as well as the shade.
3 Successes: User can distinguish two basic colors, as well as the shades.
4 Successes: User can notice subtle shifts and patterns or special conditions, as well as two colors and their shades.
5+ Successes: User can identify the totality of the target's aura. There is no limit to the number of colors, shades, and patterns the user can see to determine how the target feels.
dark shades
- Red: Angry
- Deep Red: Lustful or Desirous
- Vermilion: Happy
- Green: Obsessed
- Dark Green: Envious
- Blue: Lovestruck
- Dark Blue: Suspicious
- Purple: Aggressive
- Violet: Excited
- Brown: Bitter
- Black: Hateful
light shades
- Yellow: Idealistic
- Orange: Afraid
- Rose: Generous
- Pink: Compassionate
- Light Green: Distrustful
- Light Blue: Calm
- Lavender: Conservative
- Gray: Depressed or Sad
- Silver: Spiritual
- Gold: Taken by Ecstasy
- White: Clear of Conscience
special conditions
- Black Veins in Aura: Diablerist
- Rapidly Rippling Colors: Frenzied (for both Vampires and Werewolves)
- Mottles, Shifting Colors: Confused
- Hypnotic, Swirling Colors: Psychotic
Houses & Nobility
greater houses
Requires 5 members. Members do not need to be in the same clan, but clan size still affects build limits.Greater houses consist of:
- 1 Count/Countess
- 2 Lords/Ladies
- 1 Knight (optional)
- 2+ other membersHeads of a Great House must be human or a human variant. All supernatural factions can be house knights.Great houses must host at least 1 monthly event, and will be compensated with a special one-use "lootbox" of materials.
lesser houses
Requires 3 members. Members do not need to be in the same clan, but clan size still affects build limits.Lesser houses consist of:
- 1 Lord/Lady
- 1 Knight (optional)
- 1-2+ other membersHeads of a Lesser House can be human, human variant, vampire, risen, or changeling. Werewolves do not care for Weaver politics, but may use their kinfolk to watch for their interest. All supernatural factions can be house knights.Lesser houses are not required to host events, but they will be compensated with a special one-use "lootbox" of materials for doing so.
All houses are required to register their members in a ticket since we no longer require them to share the same clan. The list of members must remain up to date in order to retain their status as a house.
house application form
Name of House:
House Motto:
Head of House:
Lesser Nobility/House Members:
Heraldry Image:
nobility and notable roles
Emperor Rudolph: The Emperor is an NPC.
Kingdom Seneschal, Jeff: The Seneschal is an NPC.
Royalty (Duke/Duchess): A rare role that requires an exceptional application. Players applying for this role must have good standing within the community, and will only be considered for play when the story leads in that direction. There will not be more than one per season. A royal is not above the rule of law, and has no direct control over politics. The only royal that this rule does not apply to is the Emperor.
Chief Justice: The Chief Justice is an NPC.
Justice: Justices must be a lord/lady of a noble house and must have attended law school (minimum 3 dots in Law).
Captain of the Royal Guard: The Royal Guard Captain is an NPC.
Guard Captain: The guard captain can be a human or human variant. If a supernatural creature becomes guard captain (or a human/human variant turns into a supernatural creature), they must make an effort to relinquish the role to a human/human variant.
Guard: Guards can be humans, human variants, vampires, risen, or changelings. Werewolves are not suited for the role of guard in a human society due to the stress involved that may quickly lead to lifting the veil over a parking ticket.
Archbishop Martin Medek: The Archbishop is an NPC. He is Catholic.
Bishop: A bishop must be a greater house head, with a house focused on the Church. They must be male clergy with a minimum of 3 dots in Theology. This title replaces the title of Count. There cannot be more than two bishops at a time.
fantasy nobility
- Nobility is defining: Nobility has been the defining thing for Europe for the last couple of centuries because of Feudalism. It is slowly eroding due to the rise of the merchant class (see Fuggers, e.g.). Your character would know of their local nobles and some higher ones. Just like you nowadays would know of Hollywood stars.- Nobles in the eyes of commoners: A standard Joe would know the crucial nobles but also learn to recognise others. See Heraldry, fancy clothes, jewlery, embroidery etc. Generally, if someone looks rich AF, they´d be seen as noble and treated as such. For a commoner, this meant respect and usually trying not to interact with them unless needed. Just inviting useless trouble.- Landed vs Unlanded: Especially in the HRE, there is a thing called "Briefadel", which are Nobles without land. Most older noble families would have estates and large swathes of land to rule over. The younger nobles often just had rank and nought else. This would divide the nobles themselves and lead to conflict and sassy remarks.- Buying Nobility: A thing and a title could be bought. Not looked kindly upon by older nobles, but if the money was there, the king was happy.- Earning Nobility: Your character would know that they could get a title if they stand out and are very resourceful or plain old lucky. Often a minor one, but it happened. Save the king's life? Welcome, new baron.- Bohemian Extra: In Bohemia, where we play, the nobility is divided into two. There is the landed nobility, the usual folk, and the Noble Council. This comprised only 30 families with the right to rule via the Bohemian parliament.Noble ranks from bottom to top: Knight/Sir -> Lord -> Baron/Freiherr -> Count -> Fürst -> Mark/Pfalz/Landgraf (cooler version of count) -> Duke.That is the extent without the highest titles. Anything above count would most definitely be unplayable because those would have lands to rule over that are not in Prague.- Respect: Respecting nobility would be a thing that is to be expected and demanded. To disrespect a noble would be inviting trouble. This also means for nobles to respect the ones above you in ranking.- Social Hierarchy & Courts: Afaik Nobles could only be judged by a noble court. So if a noble is to be considered, they´d go to the court of the noble ruling over them. Commoners trying to get legal action on a noble would know that is a very hard to get because the blue bloods help each other.- Noblesse Oblige: A noble would be expected to care for the folk living on their lands, especially for the folk in their household/under their care. It is a thing of pride to have a well-functioning land, though also a thing that's just profitable. Though not every noble acted that way then, it was more a romantic ideal than a harsh reality.- Non-HRE Nobility: Those would be distrusted, depending on their home country. Of course, there are ties between nations, primarily via noble marriages, but generally speaking, the nobles were distrusted, unlike commoners from other nations. Respected still, but their allegiance was with their motherland and thus sus!- Direct Family: While the title only affected the noble in question, their title would transfer prestige and power to their family. They could not wield the power like the titleholder, but usually, it was okay to act first, then get permission from dad. The children of a titleholder would not say they were "Baron XY" but rather "Son of Baron X". Taking someone's title is not good manners.The child of Baron is "The Honorable Child'sname." - addition Esther.- Common Misconceptions: At this time, the peasants were still serfs, though it has gotten better. For commoners, if they stayed in any of the big cities for 1 year and 1 day, they would become free folk. Nobles hated this trick! Since we are in a city setting, however, a noble would consider the commoners in the city as commoners, not serfs. So, they were NOT free to act with impunity.- The concept of Face: To a noble, there was one defining factor at that time. Prestige. So when acting as a noble, your first thought should not be: How does this help me? But instead, How does this affect my standing and prestige in society?. Basically, the rights and status protect you, but if everyone talks about the Baron who did it with the milkmaid, and now they have a bastard son? The shame!- Inheritance and younger siblings: inheritance laws were stringent then. The first in line inherited, the daughters were wed off. The younger male children would either make their own families in the shadow of the prominent family, to be forgotten later, or they joined the clergy. On the death of the family head, the first in line took everything unless otherwise decreed and usually paid out his brothers so they could have a good life. The sisters he takes under his wing and protection. Would you like to play a noble without noble duties? Second sons and forward.Original Author: Isidor
Religion
Because we are operating under an Alternative History on this server the roll of the Clergy has been brought up many times. The Clergy during this time in this alternate history would be well respected and much revered by the average citizen. The Church was, next to the king and nobility, the biggest builder in all of Prague. There, the churches were built as works of art and culture. Rudolf II was in Prague during this time frame and while the emperor of the Holy Roman Empire, he refused to support hardline Catholicism. Instead he wanted to focus on bringing Christendom together and was very tolerant of religious issues. He supported the Arts and Sciences, heavily. He was known to have a deep interest in the occult, alchemy, and mysticism. The Church was hampered by a lax leader and were very skeptical of his policies. Yet he was the Emperor and his way was made to be theirs.The Inquisition, as it stands at this time, is not implemented in this game. There have been rumors that are a build up to future events. Any characters who are currently playing the Inquisitorial forces are doing so as unsupported characters without support of the actual Inquisition NPC's in the game. All humans, clergy or not, must maintain that there is nothing supernatural in this world. We have an Occult skill for a reason and that is to help some humans look beyond and know that there is something more.Folklore and myth and legends are different... You have no concrete evidence just your silly superstitions until something actually bites you.
fantasy catholicism
Well, it is not only Catholicism. It is also other streams of religion. Especially in Bohemia and the HRE, Protestantism is coming on in its full fervor. Or at least it should. Also, bohemia has always been a hotbed for different ways of interpretation. See Hussites. Generally, though, if your character is a catholic, you'd have to understand some concepts.- Your character likely does not know the contents of the bible. It is in Latin, and the priest preaches in Latin. He will interpret in your character's native language, but the bible verses are Latin. That's part of what Protestantism was about, translation of the bible.- Your character, if following Catholicism, would have respect for priests if they are commoners. Disrespecting a priest could lead to getting tossed from the parish. That is akin to social suicide in commoner circles. Nobles less so.- The Church rules on matters of morality. The church generally had the function of leading people to live a moral and obedient lifestyle. This means the priests kept the peace, at least to my understanding. They would say what is right and what is wrong.- The church can be the local judge, too. Especially in the HRE, there were many bishoprics (e.g. Cologne) where the local religious leader was also the regional leader for non-religious affairs. Prague is not one of those regions, but your char can come from one of them.- Damnation! Especially in Catholicism at that time, to my understanding, the concept of hell and eternal damnation was really in vogue back then. It's why folks paid tons of money to buy indulgences. Also, a point the Protestants protested against.- Religious Leaders: Especially for commoners, it was a difficult situation. They had to pay fealty to their local earthly lord (e.g. a baron) but also pay a tithe and obey the church. Otherwise, they'd be ostracized and cast out of the community. If I remember correctly, this became less of a problem for nobles during these times.- Monks, Fathers, Nuns, Priests: Unlike modern times, where the jobs of religious figures overlap quite a bit, it was pretty stringent during those times. Monks were priests who lived in monasteries or wandered around, depending on the order. Nuns were similar, yet they were usually not allowed to preach or take confession. Yet they provided other services such as care for the injured, etc. Priests generally are clergy with a parish, a small church to preach. There is also a hierarchy in the church that your character would know.Priest -> Bishop -> Archbishop -> Cardinal -> Pope
Monk -> Prior -> Bishop -> etc.
Nun -> Mother Superior -> Bishop -> etc.
(Addition: female clergy are generally ranked one step lower. So a mother superior would answer to a prior, yet not to a monk.)- Atheism: Something scarce indeed. People would believe and believe hard. If they were not in touch with their Catholic nature, they would likely not be atheists. They would not care about the church's message.- The Church and progress: The Church was not against progress. They liked progress as long as it aligned with their worldviews and hierarchy. Many clergy were scholars, yet often not the type to contradict the Church outright. Also, clergy were frequently the only ones who could read and write. So, your character would likely depend on the Church for such services unless they were rich or could do it themselves.- Confession: The idea was that through conversation with the Father, the person's sins would be made known to Jesus and God. Thus, they could start repenting for it. Those sins would not be forgiven outright, so, for example, a sinner could be ordered to do a pilgrimage as penance. Also, unlike the modern day, not all priests were good. They were undoubtedly political sometimes, and your confession might be used against you. Who knows?- Eucharist: It's basically a reenactment of Jesus' last supper. Depending on the priest, they would share in wine and oblates (like a type of bread) during church. If they did that, it was in order of importance to the members. Generally, the most crucial folk in town would also sit in front of the church, the rabble in the back, since the priest invited the folk into the church.- Religious Holidays! So, the joyous part. There were tons of religious holidays, especially in the HRE. Also, Sundays were their church day. For the rich and middle class, this meant they took the day off and celebrated. Sadly, if your character is poor, they'd likely even work during those days. The cows still have to be milked. So, if you want to have some fun... look up the date + religious holiday and bring that into your RP. It's not just like Christmas, but I think it was like 80+ days per year.Now I hope that is correct and helps. It's a culmination of history nerdism and... being forced to learn about it for 6+ years in school, thanks to my home being in former HRE land and quite catholic.Original Author: Isidor
Occult Knowledge
mortal knowledge
Even the most scholarly mortals never know the full truth of the supernatural world, though they come far closer than most. This section details how much a human should know based on their Occult score.1 Dot - Novice: You possess only a basic understanding of supernatural concepts and mystical practices. Your knowledge is limited to local folklore, superstitions, and simple rituals, but you lack any significant experience or expertise in the occult.
2 Dots - Apprentice: You have embarked on a journey of exploration into the realm of the occult, seeking out knowledge in whispered tales and local legends. You have some basic knowledge that may help you in certain situations, though most of the information you would know is still based mostly on myth.3 Dots - Adept: You have progressed beyond the novice stage, demonstrating a solid grasp of occult principles and practical skills. This is when some knowledge begins to prove correct, but is still fairly based on legend. Knowing things of a specific nature of the supernatural is still out of reach.4 Dots - Expert: You have attained a level of mastery and proficiency that sets you apart from your peers. You have dedicated yourself to the study and practice of mystical arts, uncovering hidden truths and unlocking ancient secrets along the way. You possess advanced knowledge, and may be able to discern weaknesses of creatures of the night from what you've learned in your studies. Still, you rely on mortal knowledge and things may not be accurate.5 Dots - Scholar: You have dedicated your life to the pursuit of knowledge, immersing yourself in ancient texts, esoteric teachings, and mystical practices. You possess knowledge far beyond normal mortal means, at times having direct contact or connection with the supernatural itself for your information. Still, whatever might have been taught to you may all be nothing but a ruse.
supernatural knowledge
Few supernatural factions know much about those outside their own. In some cases, the existence of certain factions may even surprise them as much as it would a human. For information on what supernatural factions know or believe about others, see the corresponding Faction page.
Factions
Changeling
Guides
References
- Changeling: The Dreaming (2nd Edition)
- Changeling: The Dreaming (20th Anniversary)
- The Enchanted (Changeling: The Dreaming Sourcebook)
Changelings
The Changelings are the fae reborn in mortal flesh, bound to both the Dreaming and the world of men, and belonging wholly to neither. Born as human infants while their fae souls slumber, Changelings awaken to their dual heritage during the Chrysalis, a transformation that reveals their true nature and forever divides their lives between the wonder of imagination and the hardship of Banality.The Dreaming, a realm full of wonder and terror, grants each Changeling unique gifts. Some weave illusions, others command the elements, and a rare few glimpse the future through dreams. Yet such power comes at a cost. The force of Banality - disbelief, cruelty, and the grinding weight of mortal life - constantly threatens to smother their magic and strip them of their faerie spark until nothing remains but their mortal shells.To survive, they create Freeholds hidden in forgotten corners of the world, sanctuaries where the Dream can still thrive. Here, they can gather and revel in their fae natures, nurture their fragile magic, and defend against the slow encroachment of Banality. These bastions stand as both refuge and stronghold in a world that seeks to erase the Changelings.To play a Changeling is to walk the twilight road between the grim reality and the vibrant dream. They are creatures of beauty and tragedy, guardians of the twilight, vital to both the Dreaming and the world of men.
occult knowledge & beliefs
Below is a summary of what Changelings believe about other supernatural factions:
fomori
Virtually nothing is known about the fomori save that they are different from any other supernatural creature. Changelings can only speculate as to their nature.
inquisitors & hunters
- Changelings view the Inquisition less as a campaign against supernaturals and more as a wave of Banality and fear sweeping Europe; ergo Inquisitors are the bringers of deadly banality threatening to extinguish Changelings.- Witch-burnings, heresy trials, and anti-pagan manhunts are just as dangerous to Fae as to other supernaturals due to humans not understanding the differences between various supernaturals.- The Inquisitors' obsession with rooting out "heresy" makes it difficult for free-thinking dreamers, mystics, troubadours, and faerie-touched mortals to flourish - all vital to precious Glamour.- Many freeholds and free-spirited communities have been destroyed during this period, starving Changelings of Glamour.- The persecution of witches and "faerie-believers" force Fae deeper into hiding, forcing them to rely more on the Changeling Way and human anchors.- Scholars among the Sidhe or Sluagh may know more specifics - whispers that the Inquisition learned occult secrets from Fae enemies, or that some Inquisitors were guided by Shadow Court Fae who used the Inquisitors as puppets to extinguish rivals.
wraiths & risen
- Wraiths, with rare exceptions, are completely invisible and intangible. Only Sluagh, and sometimes Eshu, can see Wraiths, and unless the Wraith chooses to materialize in the real world, the ghost cannot be touched physically. On the other hand, any contact of reasonable force with the area where a Wraith is "standing" inflicts upon the wraith damage and disrupts the ghost's physical state for a time. During this time, no further physical damage can be done to the Wraith (except by another ghost).- A ghost's vision is sharper than a mortal's. Wraiths have the ability to see the auras of the living (which, incidentally, lets them pick Changelings out of a crowd). Furthermore, their senses have been sharpened to a preternatural degree by death; a ghost can pick the numbers off a speeding car's license plate or read the signature on a Louisville Slugger in use.
Some ghosts have the ability to sing raw emotion into a Changeling, which can sometimes be turned into Glamour. They do this by means of a power unique to them; many Changelings mistake these ghosts for banshees.- Wraiths known as Sandmen have the ability to harvest creativity, to alter dreams and even to take sleeping souls with them into full-fledged dream pageantry. A Changeling who is targeted by a Sandman must will themselves against such an onslaught for every night of the Wraith's attention. On the other hand, a Wraith dabbling in a Changeling's dream must will themselves to remain free or get sucked into the dream as a permanent denizen.- Some ghosts who possess specific powers can drain - or restore - Glamour with a touch. As one might expect, this leads to all sorts of complications.- Wraiths feed on raw emotion. Usually, positive emotions fuel the Wraith's personality, while strong negative feelings give strength to the Wraith's dark side. Being creatures of passion and memory, Wraiths have little Banality to them. In fact, the popular belief in ghosts and "haunted places" often makes the world more hospitable to Changelings than it might have been otherwise.- Some Wraiths can repossess their bodies, climb up out of the grave and start walking around. Wraiths of this sort are very rare and extremely dangerous, but they do exist in the physical world.- Wraiths are tied to objects of importance in the real world, and if these items are connected or destroyed, the impact on the Wraith is enormous and extremely bad. Wraiths go to any lengths to protect their sacred objects. Egged on by their darker sides, desperate ghosts may even resort to violence - or worse.- Wraiths who have been consumed by darkness and evil are called Spectres. Some of these are indistinguishable from normal ghosts, others are patently creatures of evil.
mediums
Little is known about these peculiar mortals other than, for some reason, they claim to see, hear, and speak with spirits. Perhaps these folks are more open to the possibility of chimerical reality?
vampires
- Vampires live until slain; having "died" once and returned to life through blood magic, they do not age. Vampires become more cunning and powerful with age; older vampires, who have lived for centuries, are a match for the mightiest Changelings.- Though vampires can be driven into unconsciousness by mortal weapons, only sunlight, fire or total dismemberment can permanently destroy them.- Most vampires are moderately Banal, though Unseelie are often intoxicated by the dark auras of these fellow denizens of the night. Some Unseelie even claim that vampires do not exude Banality, but rather surround themselves with a sinister and exotic Glamour all their own. The truth is unknown.- Vampires have no Glamour as Changelings know it, but they steal their power from a darker source: blood. Vampires have utilized blood, which is identical to a Glamour for Changelings, but recharged by taking the blood of others which can result in death of the victim.- Vampires are burned by sunlight; thus, one will never be seen outside during daylight hours.
ghouls
Little is known about the thralls of vampires, aside from the fact that they seem to follow the commands of the leeches with little to no resistance, even to their own detriment.
werewolves
- Werewolves can take the forms of humans and wolves, as well as some forms that combine the traits of both. Most terrifying of all is their "wolfman" form: a wolf-headed, nine-foot-tall killing machine that inspires a supernatural terror in humans. In this form, they are at their strongest, but they cannot seem to communicate in connection with creatures other than werewolves and wild beasts.- Werewolves can attack several times in a short amount of time, often taking two to six offensive actions the time it takes others to make a single attack.- Werecreatures heal incredibly fast, regenerating wounds and injuries in a short amount of time without treatment. Only fire, silver, or the teeth and claws of other supernatural creatures can permanently injure a werewolf - and a werewolf can even heal these wounds with rest, treatment, and time.- Although they don't possess Glamour as such, werewolves can fuel their supernatural powers with a measure of their innate spiritual energy. They regain this spiritual energy through long meditation. As creatures of change and the wilderness, they are traditionally lower in Banality than most people.- Werewolves supposedly can enter the spirit world and travel to strange spirit realms. It's rumored that some of their elders can even travel to Arcadia, although this has never been proven.- Silver is indeed the bane of werecreatures, although wolfsbane does little good against them. They cannot easily ignore damage from silver weapons and cannot regenerate such wounds as quickly as they normally can.
kinfolk
Little is known about these peculiar mortals other than they live as part of close-knit societies associated with werewolves. Their specific role among them is unknown.
Kinain
The Kinain are the mortal cousins of the fae, humans born with a touch of faerie blood in their veins. They carry something of the Dreaming with them: a strange gift, a peculiar quirk, a spark of wonder that sets them apart from the ordinary. Some walk through life never knowing why the world feels different, while others are drawn into the secret courts of the Kithain, where they become trusted allies, companions, or pawns in those endless struggles. They might become champions, wielding their gifts in defense of the Dreaming...or they might find themselves ensnared in intrigues far beyond their control.Even more than the Changelings, the Kinain stands at the threshold of Banality and the Dream, and just like their cousins, they belong fully to neither side. They might display unusual talents or abilities, often subtle, sometimes wild and unpredictable. They are touched by magic, but not consumed by it - mortal, but not wholly so. In answering the call of their faerie blood, Kinain become the bridges between the human and the fae, caught between wonder and peril.
occult knowledge & beliefs
Below is a summary of what Kinain believe about other supernatural factions depending on their upbringing:
kinain raised by fae
Kinain raised by Fae are typically taught what their Changeling brethren know in an effort to better avoid trouble and/or defend themselves in time of need. See the above section on Changeling beliefs about the supernatural.
kinain raised by mortals
Kinain raised by mortals - and thus with little to no awareness of their own heritage - know and believe only what other humans know of the supernatural. This can change if your character learns of their Fae heritage on screen, depending on what other Enchanted, Kinain, and/or Changelings share with the character.
Enchanted
The Enchanted are those rare few to whom a Changeling grants a fleeting spark of Glamour. Those so infused can glimpse the Dreaming as it truly is: colors brighter than the sun, creatures of wonder and terror walking alongside humanity, even the Changeling's true form in their fae mien. For a brief time, the Enchanted can see what mortals were never meant to see.To most, this gift is intoxicating. A peasant might witness angels or demons where once there was only shadow. A noble could see their court transformed into a realm of faerie splendor. Many are inspired to create great works of beauty, bringing more Glamour into a world of Banality. The less fortunate become playthings for an Unseelie's cruel tricks, becoming Enchanted only so that they might interact with the chimerical terrors a fae creature has set upon them. Still others go mad in their exposure to the Dreaming.All are left with nothing more than a half-remembered dream once the enchantment fades, often inspired - or emotionally and creatively drained - by an experience they can no longer remember.
occult knowledge & beliefs
Below is a summary of what Enchanted believe about other supernatural factions:
human enchanted
A human Enchanted knows only what their Changeling patron has decided to share with them.
supernatural enchanted
An Enchanted supernatural creature knows what they knew prior to becoming Enchanted, in addition to whatever their Changeling patron has decided to share with them.
former enchanted
Whatever knowledge an Enchanted learned while under the effects of their patron's Glamour is mostly forgotten once the enchantment wears off. They may be left inspired by the experience or drained by it, but they remember nothing of the Changelings and their involvement in the former Enchanted's life. Players may open a ticket with staff to clarify what information would and would not be retained once an enchantment wears off.
Fomori
Guides
References
- Freak Legion: A Players Guide to Fomori
Fomori
The Fomori are the corrupted - men and women whose sins or weaknesses opened them to possession by Banes. Through this union, they gain terrible gifts: strength beyond human limits, resilience no mortal body should possess, and other twisted powers. But such blessings always carry a price. The Bane slowly consumes its host, warping mind, body, and spirit until what remains is a monstrous reflection of what was once human.Whispers of these creatures are often dismissed as superstition, tales of witches and devils to frighten children. Yet the truth is far darker. Fomori walk the same streets as everyone else, hiding in plain sight until their horrific mutations can no longer be concealed, embodying the danger of corruption and the terrible call of power. They are the monsters in the shadows. They are the grim warnings of what humans can become when darkness takes root. Some revel in the power their possession brings, while others resist in vain, their humanity eroded away one choice at a time.For players, the Fomori embody the allure of forbidden strength and the horror of its cost. They are tragic figures, the monstrous and the doomed, and their descent is often swift and violent. Most burn out quickly, consumed by their corruption or destroyed by those who hunt them. Yet they blaze with fearsome intensity, shaping stories of power, downfall, and the danger of human weakness left unchecked.
occult knowledge & beliefs
Below is a summary of what Fomori believe about other supernatural factions:
changelings
- Most Fomori have never knowingly encountered one. If one is encountered, they’d just see “weird dream-people.”- If they do interact, Banes usually push Fomori to snuff out Glamour, since Glamour is equivalent to creation and hope and is antithetical to the Wyrm.- A fomor might feel sickened or enraged near a Fae without understanding why. To them, Changelings may look like fragile, artsy mortals with unsettling charisma.
kinain & enchanted
Nothing is known about these human variants. They're viewed as mundane humans typically are.
inquisitors & hunters
- Most have no idea there are “Inquisitors.” They just know that sometimes mortals suddenly fight back really, really hard. At this level, they just think: "Some humans are dangerous."- Banes do recognize true Hunters and Inquisitors as dangerous. To a Bane, Inquisitors look like humans channeling raw balance and justice - little sparks of the divine from the cosmos.- A Fomor might hear the Bane describe them as "the Fire of the Lie" or "the Burning Men," metaphors for the danger they pose.- The memory of the medieval Inquisition lingers among older Banes as a time when the Wyrm’s servants were purged by fire. They pass this paranoia down into their hosts.
wraiths & risen
- Fomori sometimes see ghosts if their Bane allows it, but usually only in a terrifying, twisted way such as prey, chains, or whispers.- Some Fomori are possessed corpses loosely known as the "Walking Dead" types, so they may have innate awareness of the Shadowlands. Risen may be mistaken for this type of Fomori.- Banes often hate Wraiths because they resist being pulled into Oblivion.
mediums
Nothing is known about this human variant. They're viewed as mundane humans typically are.
vampires
- Most Fomori don’t know much about vampires. They might think they’re just creepy mortals, serial murderers, or blood occultists.- If they’ve been used by Anarch or Sabbat allies, they may know more: that "leeches" control cities and politics and sometimes compete with other supernaturals for dominance.- Banes often despise vampires because the Kindred don’t serve the Wyrm - they’re outside the Triat cosmology. A Fomor might feel instinctive hatred or fear.- They would recognize that vampires have a Wyrm taint, but - much like the werewolves - that is the extent.
ghouls
Nothing is known about this human variant. They're viewed as mundane humans typically are.
werewolves
- The wolves are a Fomor's most common enemies. Even the dumbest Fomor knows "wolves are the hunters."- Street-level Fomori, resulting from random mutations who are lone-possessed, experience werewolves as unstoppable monsters that appear from nowhere and rip them apart.- Some Banes whisper werewolf myths - usually distorted, portraying them as arrogant usurpers who keep the Wyrm from its rightful place.- Fomori know, instinctually, that werewolves are the enemy, but they must discover what a werewolf is through interactions and discovery.- They know that werewolves are ruled by emotions and rage in particular. Pushing them to a heightened state of emotion makes them vulnerable.
kinfolk
Nothing is known about this human variant. They're viewed as mundane humans typically are.
Human
Guides
References
Coming soon!
Humans
Humans may not wield vampiric blood, fae glamour, or infernal strength, but they shape the World of Darkness more than any other. They are the farmers, merchants, nobles, and soldiers who give life to Prague. Their beliefs define reality, their faith fuels miracles, and their fears feed the monsters that stalk the night. Though fragile compared to the supernatural, their sheer numbers and influence makes them the most dangerous force in the city.To play a human is to embrace possibility. They can be priests or scholars, peasants or kings, rebels or loyalists. Some live simple lives untouched by the hidden wars around them, while others find themselves pulled into supernatural intrigues, becoming hunters, allies, or victims. In a world brimming with shadows, humans embody resilience, cunning, and the ability to adapt, even when the odds are stacked against them. They are the ones whose choices can shift the balance between hope and despair.
Hunter
Guides
References
- Dark Ages: Inquisitor (Revised)
- Dark Ages: Inquisitor Companion
Hunters
The Hunters - those faithful humans who stand as a bastion against the darkness - walk a path that few would dare, facing demons, witches, vampires, and heretics with nothing but their conviction and the grace of God. They are zealous, courageous, and uncompromising in their mission - and if they fail, the world itself may fall to ruin in the tide of evil that will surely follow.Their faith grants them strength in the struggle against impossible odds. They are the men and women who rise, time and again, to look evil in the eye and deny its grasp. Both blessed and cursed, Hunters are the warriors of God who must constantly test the limits of their humanity. They may stand as a beacon of hope and purity...or become consumed by the shadows they seek to burn away.To play a Hunter is to embrace the weight of impossible odds. They are not saints, nor perfect martyrs, but ordinary people who choose to defy the darkness even as it threatens to consume them. Whether as defenders of the innocent, agents of the Church, or relentless witch-burners, Hunters embody both the hope and the peril of humanity's eternal struggle against evil.
occult knowledge & beliefs
Below is a summary of what Hunters believe about other supernatural factions:
changeling
- Some believe them demons masquerading as pagan gods and some believe they are God's creations for a purpose not yet known. Others still don't believe they exist.- Legends of the Fair Folk are as varied with some stories telling of leaving gifts out for these Fair Folk in exchange for favors or wishes. Other stories tell of avoiding certain places and/or at certain times lest you incur the wrath of the Fair Folk. Still others tell the stories to admonish children into behaving well, lest the strange folk come to take the naughty children away!- While such stories may merely be stories to entertain or frighten young children, the possibility that folks may be unwittingly strengthening some nightmarish creature from the depths of hell by their tales and offerings cannot be ignored.- Faeries are NOT harmless. Stories of Fair Folk include just as many tales of flesh-eating creatures and terrible but beautiful enchantresses that steal away young men.- None know for certain what they are capable of. Tales abound of a faerie's powers of deception and illusion. One must keep their wits about them should they suspect the presence of the Fair Folk. Pray for the wisdom and strength to not be seduced.- Unfortunately, these creatures have gone to great lengths to hide their weaknesses. Some claim that they can be driven off by the sound of church bells, throwing salt and bread at them, reciting biblical verses or Latin, an iron blade, or any one of a hundred other remedies.
kinain & enchanted
Pagan heathens, all heretics, that serve the minions of Hell! Beware that the servants of Hell's minions are not powerless. While some are indeed weak-willed fools, they are often the method by which an Inquisitor can discover true evil.
fomori
This term is unknown to Inquisitors. However, if one crosses paths with a Fomor, such creatures will likely be viewed as either demon-possessed or a demonic entity themselves, depending on the level of corruption visible. In either instance, they are to be treated with great vengeance and furious anger, like those who would attempt to poison and destroy other humans.
wraiths & risen
- Maybe phantoms are restless spirits of people unable to move on, but they probably take the form of known people to trick the Hunters.- They haunt places where death is strong, such as leper colonies and cemeteries, battlefields, hospitals, and asylums - all of which boast stories of ghosts.- Ghosts may exhibit any number of strange powers. In living people, they induce madness and fever; anyone able to see them is driven mad.- Some say they can inhabit bodies. Others know they cannot become solid, much less inhabit bodies. No, those sorts of beings are demons possessing the body, given how quickly they respond to exorcism.- True ghosts are powerless, mere reflections of themselves in life. Refusal to pass on to the hereafter is perhaps the greatest sin that the dead can commit.
mediums
Pagan heathens, all heretics, that serve the minions of Hell! Beware that the servants of Hell's minions are not powerless. While some are indeed weak-willed fools, they are often the method by which an Inquisitor can discover true evil.
vampires
- The Undead; some eat flesh, but the most human looking ones drink blood like leeches.- Those that survive being fed from, for some reason Inquisitors can't figure out, either have no memory of what happened to them or they remember the experience as nothing but a sense euphoria, yearning for that feeling again.- Vampires are unnaturally fast and tough; horses can't catch them and standard weapons don't seem to seriously injure them.- Their powers are as different as the individual vampires.- They seem to feed more often the more power they use, maybe they starve with too little blood consumed, but who knows?- Only bodies of people who die rise as undead - no burned, dismembered, or otherwise ruined bodies. At first, they look as they did in life; the heart still beats, and their need for blood is minimal. Often these newly undead serve demon or witch masters.- The longer they exist, the more dead they appear, and the more they need blood as they stop being able to eat normal food and drink normal drink. They grow more powerful, able to call upon wolves and bats for aid, and eventually the oldest ones become the most hideous, grotesque, and deformed creatures.- Fire frightens them, sunlight burns them to cinders, and stakes paralyze them, though Hunters know not why.
ghouls
Victims of vampires who have been enchanted and crave the pleasure the bite somehow brings for reasons the Hunters haven't figured out. If the spell upon them cannot be broken, best to put them out of their misery.
werewolves
- Most have heard stories of shapeshifting wolfmen, but only a rare few have ever actually seen one. The stories consistently peg them as hellishly fast and strong. They travel in packs, and can disappear and reappear stronger than before.- Werewolves can breed with humans, and God only knows what sort of offspring results from such an unholy union.- Regardless of form, they have almond shaped eyes, a unibrow, and the second and third fingers are the same length.- They will pant when presented when fresh meat, regardless of form, and pentagrams appear in blood on their palms during the full moon.- People bitten by werewolves are overcome with bestial urges, mostly lust and wrath, which can only be treated by a poultice with wolfsbane mixed in.- Fire, the great purifier, drives them off, and silver blessed by a priest will render pain and crippling.
kinfolk
Pagan heathens, all heretics, that serve the minions of Hell! Beware that the servants of Hell's minions are not powerless. While some are indeed weak-willed fools, they are often the method by which an Inquisitor can discover true evil.
Risen
Guides
References
- The Risen (Wraith: The Oblivion Sourcebook) (2nd Edition)
- Wraith: The Oblivion (20th Edition)
- The Shadow Players Guide (2nd Edition)
- Mediums: Speakers with the Dead (Wraith: The Oblivion Supplement)
Risen
The Risen dead are not simply reanimated corpses. They are the mortals whose deaths left them bound to unfinished business, dark curses, or vengeful bargains. Unlike ghosts, the Risen claw their way back into the mortal world, their souls tethered once more to flesh that should have rotted in the grave. They walk the nights caught between life and death, spirit and corpse, driven by grief, obsession, or vengeance that refuses to fade.Each Risen bears a tale of tragedy. Cursed knights, their armor rusting, roam forgotten battlefields in search of a redemption that never comes. Noblewomen betrayed in life rise with spectral beauty, their sorrow hardening into wrath. Some hunger endlessly for the warmth of the living, while others serve the will of darker forces who anchor them to the mortal world. Whatever their origin, every Risen carries fragments of who they once were, reshaped into something haunted.To play a Risen is to embrace the heart of gothic horror - and the truly human experience of passionate emotion at its height. They are cursed to straddle two worlds, caught between the call of the grave and the lure of mortal existence, trapped in an obsession to resolve the things that keep them tethered to the living world. Some seek redemption, others vengeance, but all are haunted by the lives they lost and the chains that bind them still.
occult knowledge & beliefs
Below is a summary of what Risen believe about other supernatural factions:
changelings
- Fae spirits wrapped in mortal flesh for protection against the cold winds of mundane existence, Changelings are occasionally capable of seeing Wraiths. Unnerving dwellers in the darkness, known as the Sluagh, are the gatherers of secrets and the speakers to the dead of the Changeling world.- Changelings’ unnatural existence is fueled by a refined essence of expression or creativity. Because this can often be garnered from the same source as Pathos, this can lead to either cooperation or conflict between Changelings and Wraiths.- Changelings exist in two worlds, the mundane and enchanted. The former is workaday existence, and Changelings wear their mortal guises when moving in it. But with the application of refined essence, Changelings reveal their true selves at least to those who are also Enchanted and can see them.- Divided into a pair of conflicting courts, a plethora of noble houses and social distinctions, and a riot of types of Fae, Changeling society can prove to be almost terminally confusing to an outsider.- While Changeling magic is not necessarily as powerful as that of mages, it can pack a wallop in its own right.- Cold iron and something they call "Banality" are the things that Changelings fear most. The latter strips the refined essence from them and drags them inexorably into the mundane world. The former presents a more immediate threat as cold iron inflicts aggravated damage on Changelings.
kinain & enchanted
- Little is known about the Kinain except that, for some reason, they possess peculiar features and tend to be prone to the fantastical and the whimsical.- Virtually nothing is known about the Enchanted, only that they seem capable of seeing Changelings in their true form, just as the Fae are able to see one another.
fomori
Virtually nothing is known about the Fomori except that they are different from any other supernatural creature. Wraiths can only speculate as to their nature.
inquisitors & hunters
- Direct observation of the living world requires special Wraithly powers called Arcanoi. Even when they manage to perceive the Skinlands (the living world), Wraiths see it as "wrong" and distorted, with decay and weaknesses highlighted due to their inherent powers of Deathsight.- While Wraiths might be aware of mortal attempts to interact with the supernatural or investigate them, specific details about organizations like the Shadow Inquisition would likely be fragmented and based on chance observations, or fragmented memories from mortals they encounter or observe.- Powerful Wraiths employing Arcanoi like Puppetry (possession) or Embody (materialization) might gather more direct information. They could potentially witness mortals involved with the Inquisition through their limited Skinlands perception.- Wraiths who become Risen (returning to their bodies) would have significantly greater access to information about mortal affairs. That information focuses on specific encounters or individuals, however, rather than the larger structure or goals of the Inquisition.
vampires
- Vampires share with Wraiths the fact that they are dead souls who refuse to rest. However, unlike Wraiths, vampires take a very active hand in the affairs of the living world, manipulating the course of history.- A fair number of vampires can, in some form or other, detect the presence of Wraiths by looking at their unliving auras. They must be specifically looking for Wraiths at the time, but once a Restless has been spotted, he generally can be tracked as well.- Vampires do and must fear the sun, open flame, and a stake through the heart. A well-placed stake immobilizes instead of killing. On the other hand only a rare few are affected by things like garlic or running water. Holy symbols have no power over the so-called vampires.- Depending upon how recently a vampire has feasted and what or whom they’ve dined upon, her ability to perform supernatural feats varies.- Vampires refill their blood stores by feeding on animals, humans, and even other vampires, and can use the blood thus obtained for a myriad of feats.- Vampires have certain powers which are similar but not identical to Arcanoi.
ghouls
- Halfway between life and vampirism, ghouls are mortal creatures who have been fed vampiric blood without first being drained, themselves.- Regular feeding of vampiric blood allows the ghoul a healthier, stronger state of being. However, when a ghoul does not have vampiric blood in their system, they curiously will do anything to obtain more of such sustenance.
werewolves
- Forever bound up in a war against those who would despoil the wilderness, the werewolves give no quarter to their enemies.- Werewolves stand between two worlds, trying desperately to serve as guardians of both the spirit realms and against mankind’s inexorable advance.- Casting themselves as the defenders of the Earth Mother, the werewolves punish those who transgress against her.- Infiltrating the cities as well as guarding the forests, werewolves see the hand of a great spirit of destruction behind every move to desecrate the Earth Mother and claim to be able to sense the "taint" of this great enemy on others.-Werewolves will use "taint"-corruption as justification for committing acts of incredible violence against those who oppose them.- All werewolves have a variety of shapes then can assume, ranging from full human to wolfman and so on through intermediate forms to full wolf, but are at their most dangerous in their wolfman form.
kinfolk
Little is known about these peculiar mortals other than that they live as part of close-knit societies associated with werewolves. Their specific role among them is unknown.
Mediums
Mediums walk the boundary between the living and the dead, those rare mortals who can hear the whispers of the dead - and answer them. Through pacts with Wraiths or even darker Specters, Mediums gain fragments of forbidden power. These bonds may grant visions, protection, or the use of strange Arcanoi...usually at a cost. Every bargain draws them deeper into the world of shadows, every gift another aspect of themselves they must hide for fear of persecution.Some Mediums act as guides, allies, or intermediaries for the dead, clinging to faith or using their gift for solace or justice. Others find themselves manipulated by the very spirits they seek to command, losing themselves to despair, obsession, or corruption. Whether mystic, charlatan, or pawn of the dead, the Medium embodies a simple truth: the grave is not silent, and those who answer its call risk being claimed by it.
occult knowledge & beliefs
Below is a summary of what Changelings believe about other supernatural factions:
wraiths & risen
- While most mortal humans do not truly understand the difference between devils, demons, Wraiths, and Spectres per se, what they do understand is the context in which their contracted benefactor presents themselves. These entities present themselves to mediums as a variety of things; deities, guardian angels, deceased family, ancient beings of knowledge from times past, and much more. Generally, most unfortunate mediums do not come to understand the true nature of the Spectre or Wraith they are tied to until far too late to weasel their way out of contractual obligations, damning their souls to the Labyrinth or worse, Oblivion.- Many mediums engage in a ritual known as a 'Seance,' which calls upon spirits to meet with them for a time in whatever fashion they might appear. They also possess the ability to perform another ritual referred to as 'Astral Projection,' which allows them to temporarily venture into the 'other side' or 'Shadowlands'. While they understand the beings encountered in this place between life and death are spirits of the restless dead, they do not necessarily know more intricate details of what it means to be a Wraith or Spectre unless learning this knowledge from one or another educated in the topic.
other supernatural creatures
A Medium's knowledge consists of anything their Wraith, Spectre, or perhaps a Risen decides to share with them. Whether any knowledge or information obtained from a Medium’s benefactor is accurate or not remains a whole other matter.
Vampire
Guides
References
- Vampire: The Dark Ages (Revised)
- Vampire: The Masquerade (Revised)
- Ghouls & Revenants (Vampire: The Masquerade 20th Edition Sourcebook)
- Ghouls: Fatal Addiction (Vampire: The Masquerade Sourcebook)
Vampires
Vampires are the immortal predators of the night, bound by the Curse of Caine to an eternity of hunger, intrigue, and damnation. They stalk the shadows of mortal life, feeding under the cover of superstition and fear, weaving webs of desire and ambition that shape mortal history from behind the veil. Every Embrace is both a gift and a curse, condemning fledglings to the same eternity of power, hunger, and intrigue as their sires.Each Vampire belongs to a Clan, their blood carrying both gifts and flaws that define their place in society. Some command shadows or seduce with unearthly beauty, others twist flesh, commune with beasts, or glimpse truths best left hidden. Yet all are prisoners of the Beast - the predator within that drives them to frenzy, always threatening to strip away what remains of their humanity.To play a Vampire is to embrace the paradox of immortality: eternal yet fragile, powerful yet enslaved to the Beast and its hunger. They are monsters who cling desperately to their fading humanity, damned souls who scheme and dream of dominion. Some seek redemption, while others revel in their curse, but all are haunted by one question: in the endless night, what does it mean to be truly damned?
occult knowledge & beliefs
Below is a summary of what vampires believe about other supernatural factions:
changelings
- Faeries are pagan creatures that live in wild places and often play tricks on mortals for their amusement. They are easily offended, cruel, and vindictive.- Faeries have powerful magic, particularly the ability to change shape and create illusions.- Holy ground, church bells, and, most particularly, iron drive away Faeries. But while Faeries are vulnerable to weapons of iron, they are not weak against weapons of steel.- Faerie blood has strange effects on vampires who drink it, driving them temporarily (or even permanently) mad.- The Fae are divided into two groups; both are capricious and devious, but the group with a darker bent is the worst of the two.
kinain & enchanted
- Little is known about the Kinain except that, for some reason, they possess peculiar features and tend to be prone to the fantastical and the whimsical.- Virtually nothing is known about the Enchanted, only that they seem capable of seeing Changelings in their true form, just as the Fae are able to see one another.
fomori
Virtually nothing is known about the fomori save that they are different from any other supernatural creature. Vampires can only speculate as to their nature.
inquisitors & hunters
- The Inquisition is an organization zealously devoted to the extermination of the Kindred and other supernatural creatures such as lupines, demons, etc.- The Inquisition's current incarnation takes the form of numerous small cells hidden throughout Europe, which are organized, supported, and backed by the Catholic Church.- Vampires understand that the Catholic Church is involved, but many don't know the full depth or internal politics of the Inquisition.- They are "merely" mortal, but they are resourceful, and the educated vampire will remember that Inquisitors rarely operate alone. Some assume all Inquisitors are monks or priests, while others suspect hidden supernatural aid.- Most Inquisitors see their violence as a necessary evil; they protect all men and women from the depredations of anything considered supernatural, demon, or evil.- Tales of mass burnings, exorcisms, and tortures are widely known among the undead. Cities like Toulouse, Carcassonne, and Mainz are whispered about as death traps for Kindred.
wraiths & risen
- Called ghosts by most vampires, Wraiths are the souls of the dead unable to move on to the hereafter because of unresolved business from their former lives.- Wraiths have no substance, and they cannot normally be seen except with certain disciplines such as Necromancy.- Wraiths are ruled and driven by the unfinished business that keeps them tied to the world of the living.- Wraiths often have the power to affect the world, either through possession of a mortal or movement of objects.- Wraiths dwell in an underworld kingdom that is like a dark reflection of the living world.- Little is known about Risen and, as another form of corporeal undead, they are often mistaken for unfamiliar vampires.
mediums
Little is known about these peculiar mortals except that, for some reason, they claim to see, hear, and speak with spirits, and are often mistaken for witches or folk magicians.
werewolves
- Lupines live in the deepest woods and otherwise uninhabited wild areas.- Lupines can assume the shape of a man, wolf, or savage man-wolf, and the latter is truly terrible in combat, easily a match for a vampire.- Lupines hunt by the light of the full moon, and are most active and dangerous during this time. However, they are active at all times of the month, both day and night.- Lupines are highly territorial and organized into groups, each claiming a region as its own and jealously guarding it.- Lupines are pagan things, having dabbled with strange spirits and magic, and even have a mysterious ability to appear and disappear suddenly.- Lupines hate vampires and often attack them on sight.
kinfolk
Little is known about these peculiar mortals other than that they live as part of close-knit societies associated with werewolves. Their specific role among them is unknown.
Ghouls
Ghouls are mortals bound by the blood of Vampires. Fed with the vitae of their masters, they gain strength, fragile immortality, and sometimes strange abilities that no human could otherwise possess. Yet this power is shackled to hunger - once a mortal tastes vampiric blood, they become addicted, body and soul chained to the Cainite who sustains them.To play a ghoul is to live on the knife's edge of power and dependence. They are mortals who taste immortality without ever truly claiming it, torn between loyalty, ambition, and addiction. They walk unnoticed among the living, serving as spies, agents, or enforcers for their masters. They might hold a noble rank, guarding their patron's interests at court, or they may be little more than a thug sent to collect blood debts in the alleys. Some ghouls are cherished companions, treated as trusted retainers, lovers, or even family. Others are little more than tools, pawns used and discarded when convenient. Still others may even be granted a place within the secret courts of the night in exchange for their loyalty and service. But the cost is always the same: their freedom, and often their humanity.
occult knowledge & beliefs
Below is a summary of what ghouls believe about other supernatural factions, depending on if they are fully human or a human variant:
human ghouls
A human ghoul's knowledge consists only of what their domitor chooses to share with them.
human variant ghouls
A human variant ghoul's knowledge consists of what they knew prior to becoming a ghoul, in addition to whatever information their domitor chooses to share with them.
Werewolf
Guides
References
- Dark Ages: Werewolf (Revised)
- Kinfolk: Unsung Heroes (Werewolf: The Apocalypse Sourcebook)
Werewolves
The Garou are the wolves of Gaia, born of both human and spirit, cursed and blessed to walk between two worlds. They are warriors, guardians, and prophets bound to the natural order, forever struggling against the corruption of the Wyrm - the great force of decay that seeks to unravel creation. To mortals, they are the monsters of legend, half man and half beast, feared as demons or servants of the Devil. But in truth, they are the last defense of a world slipping into darkness.Every Garou is shaped by the moon under which they were born. Ahroun, born of the full moon, are fierce warriors; Galliards, under the gibbous, keep lore in stories and song; Philodox, under the half moon, judge and balance; Theurges, under the crescent, speak with spirits; and Ragabash, under the new moon, serve as scouts and tricksters. Bound to their roles and to their Tribes, they are a people of fierce tradition - but also fierce division, for rivalries and ancient grudges tear at their unity even as the Wyrm advances.To play a Garou is to embody fury, tragedy , and devotion. They are monsters feared by the world they defend, champions of a war that mortals cannot even perceive. They carry Gaia's hope in their claws and in their howls. In their struggle, the question is never whether they will bleed, but whether their sacrifice will be enough to keep the balance from breaking.
occult knowledge & beliefs
Below is a summary of what werewolves believe about other supernatural factions:
changelings
- Faeries are spirits of the natural world, given life by human imagination and the pure quiet places in the wilderness. Only the Fianna claim to have any kind of dealings with the Fae, and their accounts make little sense to the other tribes.- Any Garou players of the Fianna tribe may open a ticket with staff for clarification on their unique knowledge.
kinain & enchanted
- Little is known about the Kinain except that, for some reason, they possess peculiar features and tend to be prone to the fantastical and the whimsical.- Virtually nothing is known about the Enchanted, only that they talk about seeing the sorts of things that would make other humans believe them to be insane.
fomori
- Fomori are not the typical humans who have chosen, unwittingly or willingly, to turn to the Wyrm.- They undergo a process similar to possession in which a Bane merges with them and warps them into a form more suitable to a Wyrm servant.- They gain great power, but it always comes at a price. Nearly all Fomori are physically deformed, mindless cannibals who lurk near toxic sites, plague-ridden villages, poisoned stretches of wilderness or forgotten catacombs or ruins tunnels.- Some retain a semblance of sapience, free will and a near-human appearance, and these few infiltrate human society on the Wyrm's behalf.- The Fomori retains his personality and consciousness, but his fusion with a malevolent spirit warps his psyche in very nasty ways. If the person was already corrupt, violent or insane, the resulting monster is truly psychotic.
inquisitors & hunters
- Several agencies exist to root out and destroy or learn about supernatural beings. One such is the Catholic Inquisition.- Inquisitors see the supernatural as evidence of demonic activity on Earth.- Very few Inquisitors hunt werewolves - not out of any sympathy for the Garou cause, but simply because few have the will and fortitude necessary to face a Crinos werewolf one-on-one. Additionally, Inquisitors nearly always stalk the cities, where they can find their preferred (vampiric) quarry, and they are simply unlikely to encounter any werewolves there.
wraiths & risen
- Some Wraiths bear Wyrm-taint, but it doesn't seem to correspond to how malicious or destructive the animating spirit may be.- Since Wraiths are not spirits of the Triat (all three forces of which are tied to the living universe), it's difficult to judge how one will act or react based on what a simple Gift may sense.- Knowledgeable Silent Striders say that malicious spirits of the dead have somehow crossed into the lands of the living and claimed bodies of their own, but no one is certain of the cause.- The truth is, most Garou see walking corpses as an aberration that should be corrected as quickly as possible. Werewolves simply don't hold to a cosmology that accepts the right of walking dead things to exist.
mediums
Little is known about these peculiar mortals except that, for some reason, they claim to see, hear, and speak with spirits not of the Triat.
vampires
- Werewolves typically feel that the only good Leech is a Leech that's been burned to ashes, and the ashes scattered to the four winds.- Where most Garou prefer the open wilderness, vampires are creatures of the city, and the Garou often blame them for unchecked invasion of urban centers deeper and deeper into previously untamed wilderness.- Vampires survive and thrive on human blood, and they could not survive in the wilderness even if it were not for the werewolves ready to slaughter them at the first sign of intrusion.- Vampires are far from defenseless. The blood they steal from humans grants them an amazing variety of powers unique to them. It makes them much faster and stronger, especially if they've fed recently.- Vampires frenzy like Garou if presented with sufficient provocation such as insult, threat to life and limb, or humiliation.- Vampires suffer grievous wounds from werewolf claws and teeth, from fire, and from the sun itself.
ghouls
Little is known about the thralls of vampires, aside from the fact that they seem to follow the commands of the leeches with little to no resistance, even to their own detriment.
Kinfolk
Kinfolk are the blood of the Garou, the human and wolf relatives of the werewolves who carry the spark of Gaia without the full fury of the change. They are the bridges between worlds, connected to the Garou by lineage and spirit, yet never destined to take on the mantle of shapeshifters, themselves. Though they lack the Rage and Auspices of their true-blood kin, Kinfolk are far from ordinary: their bond to Gaia gives them faint echoes of spiritual power no mere human or wolf could attain.Human Kinfolk often live closer to the land and the rhythms of nature than their neighbors, touched by something in their blood that sets them apart from the masses. Wolf Kinfolk, though beasts in form, are marked by uncanny insight, intelligence, and closeness to humankind. Both breeds straddle a line, belonging wholly to neither world, but essential to the survival of the Garou. Without Kinfolk, the werewolves would wither - they are allies, family, and the only bloodlines through which new generations of Garou may be born.To play a Kinfolk is to embrace quiet significance. They are not the warriors chosen by Luna, but they are no less vital. Some are willing supporters of the Garou, giving their lives to the cause. Others resent the weight of their blood and struggle against it, seeking freedom from a war they never chose. In every case, Kinfolk show that even those without claws or Rage can shape the fate of Gaia.
occult knowledge & beliefs
Below is a summary of what Kinfolk believe about other supernatural factions, depending on whether they are kenning or callow:
kenning kinfolk
Kenning Kinfolk are typically taught what their Garou brethren know in an effort to better avoid trouble and/or defend themselves in time of need. See the above section on werewolf beliefs about the supernatural.
callow kinfolk
Callow kinfolk, with little to no awareness of their own heritage, know and believe only what other humans know of the supernatural. This can change if your character learns of their heritage on screen (thus changing from callow to kenning), depending on what other Kenning Kinfolk and/or Garou share with the character.