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  • On the Dark Banks

    ...In which the newly-founded coterie is presented an incentive to investigate the disappearance of the voivode Ionache of Tirgo Mures by the lady [[:julia-sexta-orestia | Julia Sexta Orestia]], koldun and prince of [[Oradea | Oradea]]. [[Dominka's …

  • Moving In

    In which the coterie settles into [[Tirgo Mures | Tirgo Mures]] and is given a new companion by a very powerful new ally. Church schisms are examined, a governor is interrogated, and a tailor's son tells a ghostly tale. [[Dominka's Story II]] [[ …

  • In the Rushes

    In which the coterie investigates [[:frederico | Frederico]]'s claims of seeing an unearthly green light over the water, and instead find a sinister black boat deep in the weeds and chase a stranger through a tunnel into a cabin in the woods. [[Dominka …

  • Hunter Hunted

    In which the coterie of Zadruga track down thru the underbrush and tunnels the lair and source of the mysterious lights, only to lose him once again in the open, and then lose him more permanently when they discover his identity but not his purpose. [[ …

  • Into the Burial Mound

    In which the coterie investigates the ancient Dacian burial mound located just outside [[Tirgo Mures | Tirgo Mures]] and discover many traps and an ancient place of healing protected by a terrible vengeance. [[Dominka's Story V]] [[Mykal's Story V]] …

  • To Rescue Frederico

    In which Vigo and Søren track the missing [[:frederico | Frederico]] to the place of his abduction, an underground lair for infernalists, and rescue him with spectacular use of koldunic sorcery....

  • City of Dreams

    In which the coterie journeys outside of Brasov to find [[:ionache | Ionache]]'s ghoul [[:theobald-danislav | Theobald Danislav]], and encounter a sinister brainwashed cult led by the D'habi and controlled by the Ba'ali....

  • Dark Alliances

    In which the coterie, considerably larger, begins it's journey towards the heart of Africa and finds itself guests of [[:gesu | Gesu]] the Draconian and the Obertuse of Constantinople, and see the Archangel [[:michael | Michael]] for themselves....

  • Mek

    In which the priest meets a monster, the Templar meets a madman, and the sorcerer and the inventor meets a wonder-maker.....

  • Ambushed

    In which the party is ambushed by forces yet unknown and meet a mysterious merchant who knows much about their movements....

  • Dreaming of a Lost City

    In which the Templar meets a Tempter and the Sorcerer and Inventor see a library and enter into a terrifying vision of a broken future....

  • Sin City

    In which the party journeys to Damascus and meets with Es'kut the Silent, wherein they are told of the Ba'ali rot at the heart of the city....

  • Main Page

    h2. *The Game* The [[Rules]] The [[Regions]] The [[Regnants]] The [[Revenants]] The [[Remarkable]] The [[Rest]]

  • Revenants

    The Zadruga are the ancient and modern families that serve the Tzimisce, gifted by their blood with greater power and cursed with greater responsibility. Lords among men and slaves of the undead, they are the noble servant, the monstrous humans, the …

  • Rules

    [[Character Creation]] [[Backgrounds]] [[Disciplines]] [[Other Rules]] [[Roads]]

  • Families

    In the distant past, now long forgotten, the Eldest gifted his blood to those mortals who so pleased him. Unlike with the other progenitors, the Eldest gifted his vitae to entire families, and over time his childer did as well. These families became the …

  • Basarab

    *Basarab* – Claiming to be the oldest of (at least the surviving) Zadruga, the Basarab claim Dacian decent, but also some of the blood of the Huns and the Szeklers. Charismatic strategists and warlords, they are noble defenders of the Orthodox church and …

  • Bratovitch

    *Bratovitch* – The Bratovitch are a curious conundrum. There is no question that the family wields great power. Their unique combination of disciplines make them the most fearsome of warriors. Their skills in breeding and controlling animals makes them …

  • Danislav

    *Danislav* – The cruel Count Florescu managed to take over a domain that had a family of kinfolk to the Shadow Lords. The Shadow Lords are a tribe of werewolves living in Eastern Europe, usually in a never-ending war with the Tzimisce. Florescu was …

  • Grimaldi

    *Grimaldi* – Outsiders among the Zadruga, the Grimaldi are an Italian family whose nefarious dealings got them in deeper than they intended. In an effort to keep up with other families of power like the necromantic Giovanni, the Grimaldi made some daring …

  • Khavi

    *Khavi* – Ancient and arcane, the distant Khavi are a grossly inbred and insular family created by the methuselah Bylebog far to the north of most Fiendish lands. To the Khavi, Bylebig is their god on earth, and they worship him and serve him …

  • Krevcheski

    *Krevcheski* – Largely hated by the other Zadruga, the Krevcheski were a family of innovative and sadistic scholars that attached themselves to other noble houses as mercenary scholars and inventors. It was inevitable that they would end up first in the …

  • Narov

    *Narov* – The Narov were almost an accident, the result of a paranoid pagan Tzimisce in Christian lands trying to maintain her power and control in the face of near insurmountable odds. When the ancient Razkoljna, who had fled destruction at the hands of …

  • Obertuse

    *Obertuse* – The quiet scholars of Constantinople are something of a mystery to the rest of the Zadruga. Instead of claiming the nobility of the first estate, they are a family of priests, loyal to the second estate. What is more, they eschew the normal …

  • Premysl

    *Premysl* – Descendants of the Slavic Vroi, the Premysl journeyed westward, led by their “goddess” Shaagra of the Tzimisce and her granddaughter Libusa, settling in what would become Prague. Meanwhile Shaagra slept fitfully, directing her family from …

  • Rustovitch

    *Rustovitch* – In 1022 Roland Rustovitch, childe of Vladimir Rustovitch and scion of the Bratovitch family of the Rustovitch was captured, tortured, and diablerized by a cadre of wizards known as House Tremere. These Usurpers stole his blood, and fifteen …

  • Ruthvenski

    *Ruthvenski* – Rivaling the Basarab in ancient legacy, the Ruthvenski boast some of the greatest Tzimisce as heirs and scions. It is said that when the Eldest was travelling through the lands beyond the forests, he came upon an ancient tribe, wise in …

  • Szantovich

    *Szantovich* – Rivaling the Basarab, Bratovitch, and Obertsue for power, the Szantovich are easily the most numerous of Zadruga families, having bred themselves into the royal households of over a dozen mortal noble families. Indeed, they have slowly …

  • Vlaszy

    *Vlaszy* – Sometime in the distant past, the Tzimisce saved the Vlaszy. The event took place long enough in the past that most do not know of what it was, and those that know are ancient enough not to be interrogated. None now speak of the event. But …

  • Systems

    h2. Systems *Age* – All Revenants begin the game with 1 dot of the Age background for free. Depending upon the family, some Revenants may be able to purchase more dots of Age, and some may even be required to purchase more dots of Age. Their Age …

  • Outsiders

    The following are Revenant families that are either not tied to the Tzimisce at all, or were once tied to the Tzimisce but have broken away. For those that have broken away, while they still might claim ties to a few renegade Dracul or Koldun, the 13 …

  • Cainites

    *The Thirteen Clans* [[Assamites]] [[Brujah]] [[Cappadocians]] [[Gangrel]] [[Lasombra]] [[Malkavians]] [[Nosferatu]] [[Ravnos]] [[Setites]] [[Toreador]] [[Tremere]] [[Tzimisce]] [[Ventrue]] *The Bloodllines* [[ …

  • Rabble

    This game is about playing PC's that are powerful compared to normal mortals but weak in the face of the supernatural terrors: mages, werewolves, etc. Most especially Vampires. It's a game about playing characters that slowly see and feel the …

  • Roads

    Some changes have been made to the Roads and virtues in game play, mostly to simplify where things are more complex. Laibon use standard virtues and roads. The ethics of Orun and Aye still exist, but now operate as basic roads that one can follow. …

  • The Other Roads

    The following roads are so minor that they do not even have divergent paths that follow them. Generally such roads are followed by small bloodlines only. *The Road of the Scorched Heart* (Self-Control) Chaining the Beast page 104 Sobriquet: …

  • Road of Metamorphosis

    *The Road of Metamorphosis* (Instinct) 20th Anniversary Edition V:DA pg. 132 Sobriquet: Metamorphosists, Seekers Few follow this road save the Tzimisce Shapers, for the road all but requires the use of Vicissitude. The road emphasizes on perfecting …

  • Road of Bones

    *The Road of Bones* (Self-Control) 20th Anniversary Edition of V:DA pg. 140 Sobriquet: Necronomists, Gravediggers Generally this is a Cappadocian (and divergent bloodlines) road, but any other clan with a fascination of death (Tzimisce, some Malkavians …

  • Road of Blood

    *The Road of Blood* (Self-Control) 20th Anniversary Edition V:DA pg. 432 Sobriquet: Sentinels Few outside of the Assamites would dare follow this road. Indeed, not too many Assamites follow it, and those that do tend to hail from the Warrior caste. …

  • Road of Serpent

    Many variations exist for the Follower of Set. The following are the Roads that they follow: *Road of the Serpent* (Instinct) Dark Ages Storyteller's Companion pg. 33 Sobriquet: Tempters, Corrupters While all Setite roads worship aspects of Set, …

  • Road of Paradox

    The Road of Paradox has two major divisions. The two variations are almost so different as to be separate roads, save that both are largely followed by the Ravnos. Having said that, it is quite surprising how many other clans, such as the Danava, Daitya …

  • Road of Lilith

    *The Road of Lilith* (Instinct) 20th Anniversary Edition Dark Ages Vampire pg. 130 Sobriquet: Witches, Bahari, Lilin The Road of Lilith sees not Caine as the hero of vampiric history but Lilith, first wife of Adam and teacher and lover to Caine, whom …

  • Road of Night

    Many variations of the Road of Night exists. Few outside the Lasombra follow the Road of Night, save maybe the Kiasyd and sometimes the Ba’ali, although the Setites (and the Tzimsice Khavi) find the road’s tenets somewhat attractive. The Lasombra are by …

  • Road of Sin

    Ironically, the various Paths of Sin are so diverse that the walkers of the various ways often loathe each other, going out of their way to not associate with variant paths or sinners that they feel make them look bad. But to those outside the Road, sin …

  • Road of the Beast

    *Road of the Beast* (Instinct) 20th Anniversary Edition V:DA pg. 116 Sobriquet: Ferals, Apostates The Beast is who you are. You are not human, and you are not like them. They are prey, you are the hunter. You live in the wilds like a beast because …

  • Road of Kings

    *Road of Kings* (Self-Control) 20th Anniversary Edition V:DA pg. 125 Sobriquet: Luminaries, Scions As humans have dominion over animals, so do vampires have dominion over humans. This is not something to throw away, but a duty to honorably guard and …

  • Road of Humanity

    *The Road of Humanity* (Self-Control) 20th Anniversary Edition V:DA pg. 121 (and everywhere else!) Sobriquet: Prodigals Vampires all came from humans, and they are not as far removed as many would like to think. Just because the heart no longer beats …

  • Road of Heaven

    There are so many variations to the Road of Heaven, because no two vampires can agree on what the end goal is. Add to that the differences in faith, and you have the makings of a wide array of vastly divergent paths that see each other as rivals, and …

  • Character Creation

    Character creation will be largely the same as for most White Wolf games, but a few significant changes have been made. The character sheet reflects many of these changes. [[File:497952 | class=media-item-align-none | scan0001__2_.jpg]] * …

  • Rogues

    The World of Darkness is full of vampires and werewolves, ghosts and mummies, faeries and wizards, demons and zombies. Somehow, surviving in their midst, overlooked by all but with their own unique tricks and magic to help them survive are the Rom, than …

  • Gypsy Intro

    White Wolf wrote a Gypsy book years ago; it was a great book, but there were some complaints that it painted the Gypsy culture in stereotypes that were less than flattering. Their association with the Ravnos clan was one pronounced; in the 20th …

  • Gypsy Families

    h2. The Great Families According to some Gypsy legends, Daenna, progenitor of the Gypsies, was the keeper of five ancient Seeds of Power, representing the five elements. These five seeds she entrusted to five families, now called the Great Families of …

  • Creating Gypsies

    h3. Character Creation *Attributes* and *Abilities* remain the same for Gypsy characters. Some *Backgrounds* may be inappropriate for Gypsy characters. On the other hand, they gain the Background: Talismans. Gypsies begin with 5 dots of …

  • Embracing Gypsies

    Most Gypsies will be embraced by the Ravnos, although some Nosferatu might embrace the Banjara. On the other hand, the Gangrel consider the Gypsies to be a sacred and touched people, and will almost never embrace from them. For the most part, Gypsies …

  • Remarkable

    h2. Sorcerers There are a few different kinds of magic in the World of Darkness. Some, like the blood magic of vampires, is fueled by a source of power that the wielder can tap into. At the end of the day Gypsy magic is the same; it is the blood of …

  • Creating Sorcerers

    Character creation for Sorcerer is especially simple, as they have very little uniquely different to them. Attributes, Abilities, Virtues, Qualities, and Health are all the same. Like Revenants and Gypsies, Sorcerers receive 21 Freebie Points to enhance …

  • Embracing Sorcerers

    For the most part the embrace of a Sorcerer is a standard thing. Backgrounds such as Library and Sanctuary can be funneled into Domain. Arcane and Familiar will normally go away, but these points can be refunded for use with backgrounds such as Herd and …

  • Remote

    h2. Dhampyrs In addition to Vampire: the Masquerade, White Wolf created the genre Kindred of the East, a story of the Kuei-Jin, creatures that look and act in many ways like Cainites but have more in common with Wraiths and their Risen counterparts …

  • Dhampyr Creation

    Dhampyrs are surprisingly made like most Revenants. Some changes, however, need to be made to bring them into line with traditional Revenants and bring them to a similar power. *Attributes* and *Abilities* are like those of a Revenant: 6/4/3 and 11/7/ …

  • Dhampyr Systems

    *P’o & accessing Demon Chi* • P’o may be added to any roll to break out of mind control. • Dhampyrs must roll P’o (difficulty of 3). Success gives access to Demon Chi; 4 successes activates Fire Nature. • Dhampyrs may spend a point of Demon Chi to …

  • Regions

    [[Alba Iulia]] [[Bistria]] [[Brasov]] [[Cluj]] [[Constantinople]] [[Hunedoara]] [[Mediasch]] [[Muhlbach]] [[Oradea]] [[Sarmizegetusa]] [[Sibiu]] [[Sighişoara]] [[Tihuta Pass]] [[Tirgo Mures]]

  • Oradea

    [[File:499813 | class=media-item-align-none | castle_at_night_by_joachimb-d3hpter.jpg]] Domain: Oradea Prince: Lady [[:julia-sexta-orestia | Julia Sexta Orestia]], Dracul Koldun, possibly Road of Kings The domain of Oradea is a very neutral domain …

  • Tirgo Mures

    [[File:499819 | class=media-item-align-none | Tirgo_Mures.jpg]] Domain: Tirgo Mures Prince: None (formerly [[:ionache | Ionache]]) The sleepy little riverside town was the pride of the Voivode Ionache, a paragon of the Road of Kings who championed …

  • Backgrounds

    *Age* – Largely unique to the Zadruga, Age represents the power of the blood that Revenants have awoken to. The longer that a Zadruga is active, the more powerful he becomes. The older the Zadruga gets, the more potent the vitae within his system …

  • Prologue

    h2. Noblesse Oblige – Prologue – 1172 A.D. *Part One – Budapest* In a grand hall, the grand lords of the domain gathered. Deep under the streets of Budapest the ancient Tzimisce had carved out vast domains. Some said that they had used the …

  • Introduction

    h2. Noblesse Oblige – Introduction – 1180 A.D. *Scene One – Edinburgh* “My lady Dominka,” said the young woman deferentially. “I don’t think that you understand what you are being offered.” “It is no offer,” spat Dominka Szantovich. “For over a …

  • Other Rules

    [[Awakening]] [[Blood Loss]] [[Combat]] [[Healing]] [[Morality]] [[Rolling Dice]] [[Soak]] [[Specialties]] [[Spending Blood]] [[The Beast]] [[Willpower]]

  • Blood Loss

    Vampires may drink up to three vitae per turn; mortals may drink up to three vitae per turn from a vampire. Mortal (and revenant) victims suffer one lethal damage for the first blood point taken, two lethal for the second blood point taken, three …

  • Rolling Dice

    Normally an attribute + an ability is rolled; roll a number of dice equal to this amount. If the Storyteller does not set a difficulty, assume that the difficulty is 7. Each die that shows that number or higher is a success. However, each one (1) also …

  • Specialties

    Players receive one free specialty in a skill at level 4. Additional specialties can be purchased beyond this. the first additional specialty in a skill costs 1 point, the second costs two points, the third costs three, etc. Academics, Crafts, Lore, …

  • Spending Blood

    Revenants may normally spend one blood point per turn. They recover one blood point per day, 24 hours after spending a blood point. They may also drink the blood of a vampire to regain blood points, but this has the normal affects on creating a blood …

  • The Beast

    Players roll Self-Control plus Composure to resist the lure of the Beast; Revenants make this roll at a -2 difficulty, as their Beast is more quiet than that of a vampire. Players roll Instinct plus Wits to ride the Beast, directing it's rampage. …

  • Willpower

    Players cannot spend more than one point of Willpower per turn. Willpower recovers normally at the rate of 1 per day (usually after a good night's sleep; nightmares can negate this at the Storyteller's discretion). In addition, players who display …

  • Morality

    When a character sins against his Road, he rolls his Conviction at a difficulty of six; note that Willpower cannot be added to this roll. For each level that the sin is below his current rating, add one to this roll. If the roll succeeds, the character …

  • Soak

    Bashing Damage - Mortals, Revenants, and Vampires roll Stamina (+Fortitude) + Relevant Armor to soak bashing damage. Vampires cut all Bashing damage in half before rolling to soak it. Bashing damage is marked with a slash ( \ ). Lethal Damage - …

  • Sighişoara

    [[File:511588 | class=media-item-align-none | Sighisoara.jpg]] Domain: Sighişoara Prince: None (formerly Caedmon the Brit) A quiet town of peaceful reputation, Sighişoara is one of the towns that makes up the so-called Siebenburgen. Originally …

  • Obertus

    *Obertus* – The quiet scholars of Constantinople are something of a mystery to the rest of the Zadruga. Instead of claiming the nobility of the first estate, they are a family of priests, loyal to the second estate. What is more, they eschew the normal …