Showing posts with label world of darkness. Show all posts
Showing posts with label world of darkness. Show all posts

Monday, May 30, 2016

Vampire the Requiem: Best Bloodlines for Paranormal Romance



Almost exactly one year ago I took an unorthodox departure from my D&D-focused articles and wrote up a Top Ten List for Vampire the Requiem. Although they existed in its earlier incarnation of Masquerade, one of Requiem's iconic features during its progression was its Bloodlines. Acting as sort of a vampiric subrace, they were members of the original five clans who altered their inner natures with Vitae to become something else.

Bloodlines acted a template of sorts, with new or altered weaknesses and disciplines tied in some way to their parent clan. The Melissidae, for example, are Ventrue who ape the style of insect colonies to turn dominated thralls into drone-like hordes acting under a telepathic hive-mind.

In line with their original mythos, another strong suit of Vampire is its hint of tragic romance. Cursed immortals trying and failing to imitate mortal life. The struggle between walking the high road without succumbing to the Beast. Even finding a willing blood donor creates complications, as the act of feeding is inimically harmful to humans, not to mention the addictive qualities of Vitae. Even White Wolf seized on this theme with a sourcebook of its own: Strange, Dead Love.  Love can be a tricky subject for games, but if performed as a side tale for a character, or perhaps a strong moral anchor for one of the Damned, it can be a great generator of stories.

Romantic Bloodlines

Let's face it; vampires are hot. Beyond that, they are dependent on mortals and their fellow Kindred for survival. The very set-up of the game encourages strong social bonds, even if said bonds are tinged with thorns. The following bloodlines are what I feel lend themselves best to romantic subplots.

Alucinor (Bloodlines: the Hidden, pg. 12): Dreams often bring portents of things to come and shine a light to one's true thoughts. These Mekhet know their power better than any others, with the power to divine, alter, and enter another's dreams or torpor.

Bron (Bloodlines: the Legendary, pg. 10): Nomadic Ventrue with ties to legends of the Holy Grail, the search for a 'true home' may bring them to find something more valuable than territorial holdings, that home is where the heart is.

Galloi (Bloodlines: the Legendary, pg. 51): Nosferatu who bathe in blood to overcome the weakness of their parent clan, maybe all they need is to find someone who can look past to the true beauty within.

Gulikan (Bloodlines: the Legendary, pg. 20): Originating among Daeva perfumers, their ability to imbue soaps, oils, and related paraphernalia with discipline powers grant a touch of supernatural sensuality. Their extreme fascination with the scent of a select few mortals is a good way to generate plot hooks and unlikely first meetings.

Khaibit (Onyx Path update): Once they were guardians fighting against a greater darkness, but now find themselves with a new purpose in fighting the Strix. Makes for a nice "dark superhero" bloodline.

Septimi (Ancient Bloodlines, pg. 89): Righteous Daeva who seek to protect humanity from evil influences via the manipulation of shadows, this bloodline makes for a good "guardian vampire" trope much like the Khaibit.

Spina (Invictus, pg. 173): Chivalric soldiers with a high emphasis on politeness and martial skill who serve the Invictus, such Daeva are the very model of the "vampire knight."

Taifa (Bloodlines: the Chosen, pg. 75): Gangrel who drape themselves in high art and scholarship, they stand proof that you don't need to be a Daeva or Ventrue to appreciate the finer things in life.

Toreador (Vampire the Requiem, pg. 246): Daeva obsessed with all kinds of art yet unable to create such works themselves, this bloodline's the perfect match (and muse) for a partner of the creative variety.

Monday, June 8, 2015

Dirge of the Vampire Knight: A Homebrew World of Darkness Setting


Castlevania Concept Art

This is not a realm of modern gothic tales, where Kindred rule the city from skyscraper penthouses and command blood-addicted servants to wage war against rival covenants with crowbars and bullets.  This is not a realm of our own Earth viewed through a cracked mirror, of familiar histories and figures albeit influenced by creatures beyond the shadows.  This is a world of dark fantasy, where vampires rule openly and wield sword and spell against each other, upstart mortals, and the innumerable horrors sleeping beneath the black boughs of the woods and the bones of the earth.  This is a world where science and sorcery are misunderstood and feared in equal measure, the province of witches and alchemists dealing with powers which threaten to destroy the careless practitioner.  Undead lords and ladies rule from a court shrouded in eternal night, and neonate Kindred clad themselves in plate mail so as to better operate in the sunlit realms.

Say goodbye to the World of Darkness you knew, so that we may now sing the Dirge of the Vampire Knight.

Inspiration

The World of Darkness, both Old and New, is a versatile system of many mythical beasts and genres, and yet the majority of its products are set in our own world, especially in the modern nights.  Wonder and horror can be found in equal measures amid the familiar backdrop of our world, but there is a certain kind of joy in transporting one's stories into a world and society entirely of one's own making.  A section of the Mage Chronicler's Guide discussed adopting the game into a world of Epic Fantasy, while World of Darkness: Mirrors touched upon Dark Fantasy chronicles.  On the Masquerade front, Dark Ages Vampire is getting a 20th Anniversary treatment.

This inspiration is by no means limited to tabletop: the upcoming Bloodstained: Ritual of the Night is a spiritual sequel to the acclaimed Castlevania series, and the dark fantasy world of the Witcher series makes for a fascinating setting where the confines of civilization are home to human cruelties just as pernicious as the monsters the protagonist hunts.

Although I have yet to GM a Vampire game of my own, I really like campaigns well off the beaten path.  This got me thinking: what if I were to do the same with Vampire: the Requiem?  Whether they rule from castles of stone or spires of glass and steel, the Kindred is a timeless creature, at home in any era.  And why the "real world?"  Why not be different?

Dirge of the Vampire Knight is a work in progress.  This first post is intended to provide an overview of the world of Tormil, with further articles for more specific setting detail, rules, and such.

Setting Overview


Ar-Nat Village by Andreas Rocha of deviantart


The realm of Tormil is an old and sparsely settled land of extremes.  Impenetrable forests surround meager hamlets who cut out a piece of land in the nation's dark heart, whereas the Weeping Lady Mountains of the south house the old keeps of nobles and knights of forgotten eras.  In times long past the Kindred clans came to this land and established themselves as protectors of mortal vassals and in time became the new ruling class.  An odd tradition of nobility emerged, where the gift of vitae (an old Tormil world for life-water) was taken from the mortals as tribute and granted back to a privileged few as Anointed ghouls or to join the ranks of the undead.

The people of Tormil have a common cultural history and language, but they are by no means unified.  Different Kindred dynasties and orders claim dominance over various domains, and it is only in the city of Kozhukh Lorda do they come together to debate, duel, and deal with each other in the courts of the dead.  It is not a kind world for the living or dead; the vampires are feared by their living vassals fear their powers yet rely on them so that they may be shielded from the barbarians and monsters at the gates of civilization.  Werewolves, witches, faeries, and stranger things are not only known by mortalkind, they are a real and present danger to those who travel too far off the beaten path.  Even then some dare to come into the villages and cities to wreak havoc.

Covenants


Stormkirk by Wizards of the Coast


Algebere's Torch: From the cunning folk of villages who prepare herbal remedies to the pungent laboratories of great universities, the guiding hand of Algebere's Torch influences the art of alchemy.  Although not all practitioners owe allegiance to this scholarly society, their skills are so in demand, their writings so necessary to the understanding of this occult science, that many natural philosophers count themselves as torch-bearers be they Kindred or kine.

Part natural law, part occult rituals, it is hard to tell where the mundane ends and the magical begins in regards to alchemy.  The lifesblood of Vitae, so necessary for the vampiric survival, acts as a versatile and potent reagent capable of great feats.  Although not all of their concoctions need Vitae to function, it's no secret that the inclusion of Kindred powers advanced the Torch's personal and political power.

Falcons of Dawn: This martial order of Kindred and their anointed ghouls springs from a centuries-old tradition.  Back when the first Kindred warlords carved out their territory, they found that in spite of their powers and imperious commands that the sun's curse prevented them from acting.  To prevent rival mortal nobles from torching their havens, they anointed ghouls to act as favored servants and fed their falcon companions their own blood to forge a closer bond.  Newly Embraced Kindred wore layers of dark shawls and robes to cover their bodies from the sun, acting during the day and slowly learning to overcome their natural lethargy.

The mortal warlords discovered that no longer was the shield of the sun a guaranteed victory, and the more conservative Kindred who relied upon minions to guard them while sleeping the day away were ill-prepared to fight when they made enemies of the dawn-walkers.  The advent of plate mail was a boon to this new knighthood, protecting Kindred wearers from the sword blows and sun's rays alike.  It wasn't long before the Falcons of Dawn appointed themselves as defenders of the land, learning much in the arts of battle and hunting bandits and monsters beyond the village walls.  Gifted a suit of plate mail with an embossed image of a winged sun on the breast upon their initiation, all but the most isolated domains recognize the herald of the Falcons.

Penumbral Court: The city of Kozhukh Lorda is home to a peculiar feature which vampires so enjoy: a citywide shroud of darkness blankets the skyline of the settlement and surrounding land, keeping the domain in a state of eternal night.  The horizon gradually turns darker and overcast the closer one comes to Kozhukh Lorda, regardless of the time of day, until the sun is no more and only the moon and stars shed light.

It is here that the vampiric nobility of the realm gather, the only true place where they can stay active without the curse of daysleep or the threat of Final Death by morning's light.  Mortals live within Kozhukh Lorda's walls, but they all serve the vampires in some way.  Crops and meat are imported by outlying farms to feed them, and in turn the living donate a blood tax every week at the Garden Chapel.  This holy shrine contains chalices which keep the gathered vitae warm and fresh, unable to lose its potency to time.

Sleepers in Stone: The sky and surface are the domain of the sun and moon, a hostile realm to the unwary Kindred.  But the tomb-like caves and tunnels which stretch through mother earth like veins are a safe respite from light.  Although the underworld contains its fair share of dangers, many Kindred are still driven to choose this unknown blessing over the known perils of the surface.

Whatever these ancient Kindred found in the depths, they found the remnants of a prior civilization, or so they claim, and now live amid the ruins and networks in a twisted mirror of those above.  Most surface-world folk only see the topmost outposts of the Sleepers, but those who ventured further down whisper of stranger things, of Kindred and Anointed who drink from the black blood of the earth itself, imbued with strange magic and speaking of buried gods.

Tuesday, June 2, 2015

Vampire the Requiem: Best Bloodlines for Scheming Masterminds


by Victoria Francés

What's going on here? An RPG post not about Dungeons & Dragons?  Did we take a left turn at Waterdeep and end up in the realm of modern gothic horror?

Over the past month I joined a Vampire the Masquerade group on an IRC channel.  Even though I am an avid collector of White Wolf game lines, for years I never found a group to play with until I was contacted on Roll20 by the group's GM.  Being able to play the games instead of just reading them revived my enthusiasm for Vampire, and in no time at all I was thumbing through the marble green and blood red hardcovers on my shelves.  During my search I rediscovered many cool ideas and adventure seeds which dwelt in the forgotten corners of my mind.

Concerning Vampire the Requiem, one of the interesting features of its setting is the preponderance of bloodlines, Kindred sub-families who originated among a vampire of particular background or talent.  Most bloodline members can manipulate the properties of the blood to learn new supernatural disciplines.  To use D&D terms, vampire clans are races, whereas bloodlines are subraces.

Mastermind Bloodlines

It's virtually a prerequisite for every Vampire chronicle to have an arrogant scheming archvillain manipulating living and dead alike as pawns for their own ends.  Although the Ventrue clan and Invictus covenant embody the archetypical "vampire" noble, power comes in many forms.  Whether by game mechanics or background, below is a compiled list of bloodlines I feel make for good "mastermind" archetypes:

Architects of the Monolith (Bloodlines: the Hidden, pg. 30): A secret society of megalomaniac Venture obsessed with geomantic rituals and ley lines, their Gilded Cage discipline is capable of changing the landscape and affecting others within their sphere of influence.  Combined with a central grandmaster in France and hints of Freemason symbolism, and the Architects make for cool, occult-oriented villainous masterminds.

Asnâm (Circle of the Crone, pg. 165): Extremely arrogant pagan vampires who view themselves as potential deities, the Asnâm have a knack for establishing long-term hold over mortal cults.  They can feed members Vitae from afar, sapping their Willpower, and even gaining the ability to force their soul into that of an infant to avoid Final Death!  A campaign where cultists are tracking down a mother on the run whose baby has been chosen for their "blood god" in the vein of Shoot-Em-Up or the Golden Child?  Count me in!

Bak-Ra (Ancient Bloodlines, pg. 167): The majority of the bloodline is consigned to millennia-long torpor, but these worshipers of the ancient Egyptian god of the sun claim to possess powers to be able to walk in daylight again.  Even though many do not trust their grandiose claims, perhaps one of them rediscovers the power of their old bloodline, the power which once united all the Kindred of Egypt under one covenant!

En (Ancient Bloodlines, pg. 153): Diablerie is one of the few unforgivable acts in vampire society, but it's a great avenue for power.  Descended from ancient Babylon, the En gains gifts from an evil spirit known as the Alu, such as the ability to steal one's soul with a touch and perform mass Embraces without permanently losing Willpower.  The En pose a great threat to the power structure of any vampire domain, and their obsession with rule and outside status make for a good "usurper" role.

Lynx (Invictus, pg. 165): This bloodline has real, tangible power over social networks of all kinds, capable of tracing the various trends and interactions to know its members better than they know themselves.  The ability to manipulate public perception on a wide scale and analyze trends gives the Lynxes an almost preternatural awareness of mortal and Kindred actions.

Melissidae (Bloodlines: the Legendary pg. 103): Nearly wiped out for fear of their power, these Ventrue have a nigh-uncontrollable need to form literal hive-minds of mortals by subsuming their free will.  Melissidae hives are strange affairs, acting in unison and strange social ques indicating that things are not as they seem...

Spina (Invictus, pg. 173): Polite to a fault, the Spina are the graceful warriors of the Invictus.  Possessing a discipline which allows them to literally wound with words, a Spina who attains power in a domain can make for a multi-faceted enemy capable of defending herself in any arena.

Zelani (Carthians, pg. 166): A very small bloodline of a few souls, its founder has nationwide contacts with many covenants and they all possess an uncanny knack for manipulating luck and probability so that things turn out in their favor.  Depending on her potential goals, Lorna Zelan might have aspirations of leading the Carthian Movement itself, to perform an apocalyptic ritual, or even turn the bloodline into a new clan entirely.

Special Thanks

The World of Darkness Wiki, for consolidating all of Requiem's bloodlines in one convenient location!