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


Human Character Creation

Coming soon!


Supernatural Character Creation

Coming soon!


WoD Dice & Combat

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:
- Count/Countess
- Lord/Lady
- Knight
- 2+ other members

Heads 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:
- Lord/Lady
- Knight (optional)
- 1-2+ other members
Heads 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.


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

Coming soon!


Factions


Changeling

References

- Changeling: The Dreaming
- The Enchanted (Changeling: The Dreaming Sourcebook)


Changelings

Coming soon!


Kinain

Coming soon!


Enchanted

Coming soon!


Fomori

References

- Freak Legion: A Players Guide to Fomori


Fomori

Coming soon!


Human

References

Coming soon!


Humans

Coming soon!


Hunter

References

- Dark Ages: Inquisitor (Revised)
- Dark Ages: Inquisitor Companion


Hunters

Coming soon!


Risen

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

Coming soon!


Mediums

Coming soon!


Vampire

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

Coming soon!


Ghouls

Coming soon!


Werewolf

References

- Dark Ages: Werewolf (Revised)
- Kinfolk: Unsung Heroes (Werewolf: The Apocalypse Sourcebook)


Werewolves

Coming soon!


Kinfolk

Coming soon!