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Eternal Dream Productions:

Dark Ages Constantinople Setting Guide

This guide is a working document and not finished or


finalized in any section.
Disclaimer: To fit the game and setting there are cannon and mortal history changes to fit what
the players requested and to make it more fun to play.

City/Domain:​​ Constantinople
Year:​​ 1204 AD
Population:​​ 500,000
Main Languages:​​ Greek & Latin

Character Creation XP: ​Base 70xp


Background XP:​​ 10xp ( Must include background and 3 minor & 3 Major goals. )
Monthly Cap:​​ 10 xp
Degrading Cap​​: None
Floor XP:​​ 3xp per month.

Sanctioned Books:  
● By Night Studios, Vampire: The Masquerade​, ​Official FAQ​, and ​Errata.  
● History from older supplements can be used at Storyteller discretion. (IE: Clan Books, Sect 
Guides, etc)   
 
Setting Inspiration:

● Constantinople by Night
● V20 Dark Ages Companion​ (pg 57-73)

The year is 1204 and The Dream of Constantinople is killed by fires of the 4th Crusade. The Scions and
founding members of the three families have perished and a new ruler has risen into place. The
Lasombra Bishop of the Latin Quarter, Alfonzo of Venice, has been manipulating from the shadows for a
long time and it has finally paid off. He brings the Western Traditions into full power in these long nights.
He rules Constantinople with an iron first, but the more one squeezes the more one let's slip through their
fingers.

There are a great many issues they have taken root in the Golden City. There has been a resurgence of
pride in the Brujah for the loss of Carthage still fresh in their mind, the last of the three families worry
about Alfonzo’s wrath, mysterious cults, and fanatic religions all butt heads as their ideologies burn with
passion. The Tremere have a foothold in the last city to openly support the Salubri as more and more
Cainites tend to look past their transgressions for magical favors. The seeds of distrust spread as more
and more foreigners enter Constantinople smelling the hemorrhaging blood spewing from it. The Jyhad
grows as the Golden city fades.
The End of the Dream

Three Methuslasas came together in the earliest nights of the formation of the city. Michael of Clan
Toreador, Dracon of Clan Tzimisce, and Antonius of Clan Venture. The three as best friends shared a
Dream of the city becoming Heaven on Earth. Art, knowledge, and faith were all highly rewarded. They
made and molded the city and themselves in the form of the Holy Trinity. Michael as the Father, Dracon
as the Holy Ghost, and Antonius as the Son. Their laws were based on the Council of their three families
and everything else fell into place. Where there is a dream there is a nightmare. As the three families lost
focused and guidance of their Methuselahs so did the serpent's strike and take the dream away from
them. The Dream is over and there is a new ruler. The ​Court of the Porphyry of Shadows​ is controlled by
the Bishop Alfonzo of Venice.

The New Ways VS The Old Ways

Traditional Western Europe Princedom vs the Three Family Rule of Constantinople. The 6 Traditions and
the Codex of Legacies. After the 4th Crusade, the Lasombra Alfonzo took control over Constantinople
naming himself Prince and taking power from the Council of Three Families. Their Methesulas (Michael
-Toreador, Antonius - Ventrue, Dracon - Tzimisce) thought to have perished in times before and in the
Crusade’s flames that allowed for Alfonzo to take Praxis. The families have lost their power but hold to
their cults, religions, mortality, and their Codex.

● The 6 Traditions
● Codex of Legacies

High Clan and Low Clans

There are clans that are seen and thought of as superior in the Dark Ages, no matter what the truth might
be. There is a separation of the High and Low clans in Cainite society and those of lower clan status have
to work harder to be seen on equal footing.

● High Clans:​ Brujah, Cappadocian, Lasombra, Toreador, Tzimisce, Ventrue​ (No Status Ban)
● Low Clans:​ Assamites, Followers of Set, Gangrel, Malkavian, Nosferatu, Ravnos, Salubri,
Tremere ​(Lesser Status Ban)
● ​ reater Status Ban
All Other Clan/Bloodlines:​ G

The Clans of the Golden City

● Assamites:​ The Assamites are few in number in Constantinople. Alamut has sent two as
ambassadors and testing the waters to see if there is a place for them. Beyond the possible few
that may exist in the city, they are not welcomed by most because of their mercenary natures.
● Brujah:​ Clan Brujah is respected in the city, and all the families realize they the debt they owe the
Zealots. In recent times, the Brujah’s long-suppressed anger over the destruction of Carthage has
resurfaced, and clan members have begun lashing out at their enemies. Some wounds never
heal.
● Catiff​: The Latin Quarter harbors several Catiff. The number depending on the time of the year.
They are despised and feared by the Byzantine Cainites because of their lack of family and
unknown agendas.
○ NOTE​: Catiff in this setting are not instantly killed. They just have a lot going against
them.
● Cappadocians​: Keepers of the Tomes and death within the city, the Cappadocians have a special
place because they handle things that other Cainites do not want to touch in addition to their
founder has tasked them with following Christianity, though this does not stop them from their
studies of death. The Golden City is a city of Christianity, or whatever perversion of it is being
used at that time.
● Followers of Set:​ Also known as the ​Children of Judas​​ in the city. The Followers of Set that
survive in Constantinople because their practices border on Heresy within the clan. The Children
follow Michael and his Dream but also believe Set has a place with his divinity. Those that openly
worship Set might as well follow demons to the Cainites of the city. With Michael no longer in
power, their position in the city remains uncertain.
○ Note on the Follower of Set and the Dream​: - Born from an argument between Michael
and the Setite Khay'tall over the necessity of evil, the Children of Judas were permitted to
play the part of the Serpent for the Edenic Dream Michael pursued. As a result, most the
Children of Judas were vice-centered and focused on depravity for depravities sake,
taking great pleasure in corrupting and breaking various Toreador offsprings from the
Patriarch and subverting the works from other Clans within the city.

● Gangrel:​ More than any other clan in the Golden City, they are a varied and diverse lot. Some
members are typically isolated, but others have taken their roles as protectors to heart performing
duties with ambition, determination, and above all, pride.
● Lasombra​: The Lasombra are in control of the Golden Throne. The Bishop Alfonzo of Venice
once controlled the Latin Quarter and waited, building his alliances, supporters, and moving his
tentacles throughout Constantinople. Using the fire of the 4th Crusade he and his allies were able
to crush the Trinity Council after the disappearances of their founders. The Lasombra currently
enjoy the most political power in the city. They currently have not chosen sides in the Salubri and
Tremere war but will accept favors from each when it suits them.
● Malkavians:​ Aside from the occasional appearances throughout the ages, the childer of Malkav
traditionally shunned the city of Constantinople. When they did visit few ever remained for long,
they tarried in order to observe goings-on and then vanished. Legends persisted that visiting
Malkavians were looking for something- a relic of the past - but none were able to confirm these
rumors. Currently, most Malkavians if they decide to stay in the city stand as charlatans and
criminals in the Latin Quarter and frequent the Bazaar.
● Nosferatu:​ A secret kept closely guarded by the Clan of Secrets is that the Nosferatu are really
the most powerful and populated clan in the Constantinople. They can never claim as such
because most Nosferatu are here illegally and not acknowledged. Their eyes and ears are in
every corner gaining information on all to sell and sell they will. The Nosferatu are separated into
two allied groups. The Children of Malachite, the Rock and the Leper Knights of the Order of St.
Ladre.
● Ravnos:​ Untraditionally the Ravnos and the Ventrue of the Three families have a close relation in
Constantinople as Antonius the Ventrue Founder was so impressed by Gregory the
Wondermaker, that he adopted him. Those who do not align with the Ventrue are seen as the
derogatory gypsies they are “known” to be in these long nights. Usually, those seen a lesser
Ravnos can be found selling their wares and perform tricks for the “spiritual adjustment” of the
pompous Byzantine Cainites.
● Salubri:​ The searchers of Enlightenment and Golconda. This once well-respected clan has fallen
from its former glory. Where many once saw white knights and healers, now only see a failing
clan that will take them down in their own fall. Many can see the changing tides, but the Salubri of
the Golden City has been here for a while and are owed many favors for their battlefield healing
and staunch support of the Trinity. The two lines of the Salubri, few in number, still argue on how
to proceed against the Tremere threat. The Healers demand pacifism, while the warriors won’t
seek vengeance unless specifically attacked. Their morality runs strong in their veins. If they go
back on those morals, are they still Salubri?
○ Golconda Seeker​​ Merit is dropped from a 5 point merit to a 4 point merit if you are a
member of the Salubri Clan.
● Toreador:​ The Toreador felt a great loss in the 4th Crusade. There are not many left in the city,
most of those who tend to be strong followers of Michael, the Archangel, founder of
Constantinople and Patriarch of the Dream, the embodiment of the Father of the Trinity, and they
believe in his Dream. Though they are no longer in power they work to see his Dream and his city
not fall from its glory. They want what is best for it, but do they know what that truly is?
● Tremere:​ The Tremere presence in Constantinople is small but strong. There are many magical
secrets to unlock in this city, and hidden powers to unearth, but most importantly there are the
Salubri which still cling to life here. The Tremere are seen as a useful tool and to those in power
and will use them to get what they want, and the Tremere know they are being used, but don’t
care as long as it helps them move up the latter of Clan and destroy the Salubri. They have a
powerful chantry protected by their Gargoyle creations and many smaller hideouts that only the
Nosferatu might know about.
● Tzimisce:​ One of the Three founding families of the city the Tzimisce of Constantinople are far
different from many of the Carpathian brothers. Most come from the Obertus stock born and
raised here in the Golden City. After the 4th Crusade, many perished at the hands of mortals and
Cainite enemies. Some still cling to the Dream of their founder and embodiment of the Holy Spirit,
while others look just to survive. The Obertus line are the largest supporters of the Clan Salubri in
the city and use what favors and resources they have left to try to protect them from harm.
○ Constantinople Tzimisce Bloodline: Obertus [0 merit points] ​- A carefully cultivated
bloodline by the Ancient Dracon, of the Trinity Founders of Constantinople. They are
Scholars and Clerics with an obsession for knowledge. They have ​Auspex, Obfuscate,
and Vicissitude ​inclan and suffer from additional clan weakness of Obsessive/Compulsive
(knowledge).
● Ventrue:​ The Ventrue are also trying to recover from their assault and loss of temporal power.
Last but certainly not least of the Founding three families, their pride is wounded, but their spirit
is strong. They look to those they feel they can control and support them to regain what they have
lost. The influence and power of the Tremere are tempting and the tricks of the Ravnos useful,
but most don’t realize the dealing they have with the Nosferatu, which is their greatest ace. Many
pay lip service to the former Dream and Christianity, but they really only care about what vehicle
will put them on top.

Salubri VS Tremere

Constantinople is one of the last standings holds for the Salubri but even within its walls, they have the
felt outside influence of the Tremere and growing pressure. The Salubri are no longer seen as the High
Clan they once were, but still benefit from some protection from one of the weakening Three Families, the
Obertus Tzimisce, all while the Venture of the Trinity Families are torn between the larger support of the
Tremere and their old alliances. With that said there is an ancilla Obertus Tzimisce known as Myca Vykos
that is a known lore master showing kindness to the Tremere. This confuses the Tzimisce/Salubri
Alliance.

● The Tremere do have a Chantry (The Chantry of the Golden Dawn) in Constantinople that was
approved by the Three Families and upheld by Prince Alfonzo. It is guarded by many powerful
wards and their Gargoyle servants.
● The Salubri, for now, are allowed to operate openly in the Cainite Courts, but as the lies and
power of the Tremere grow their operations become more restricted.

Religions and Blood Cults

Constantinople mortal population is dominantly Christian with only a handful of Muslim and Jewish
communities. Cainites tend to mimic this as the Prince and Bishop Alfonzo has taken the throne. Though
the majority of religious concerns are Christian there are many cults and secret worships that spread not
only through the mortal population but Cainite as well. Being part of a religion/cult that is not Christian is
almost certain death for mortals but can also be dangerous for the Cainites. With all that said, the
Byzantine Cainites take their Religions and worship seriously. It is the cause of many rivalries in these
nights.

● The Cult of the Archangel

A cult the worships Michael the Patriarch as an Archangel of God’s armies and is said he will
bring literal Heaven to Earth. He was the Toreador founding methuselah of Constantinople. The
cult members, known as Nephilim, follow the Road of Heaven.
● Constantinople Toreador Bloodline: The Nephilim [2 Merit Points]​: A Bloodline created by
one of the devote muses and followers of Michael. They wholeheartedly believe Michael
is an Archangel wearing a vampiric face. They claim to hear his song and it is their divine
purpose to resurrect Michael’s Dream. The Nephilim in character disciplines are A​uspex,
Chimerstry, Presence -​ They suffer an additional clan flaw of they must be on the ​Road
of Heaven ​and all sins against the road they gain 1 additional beast trait than what the
sin would be. (For more details see V20 DA: Companion pg 69)

● The Dreamers

They follow the teachings of the mysterious Salubri, Achmet the Dreamer. In search of Golconda,
Achmet advocates a suppression of all physical urges for blood and an exploration of the world of
slumber and torpor. The Dreamers follow the Road of Humanity.

● The Aphrodite Society

Before Constantine the Great came to found a legendary Roman capital, a group of Lasombra
under the leadership of one Ectoris ruled the small city of Byzantium. They cemented their
influence over the kine by posing as a pagan cult to Aphrodite, and a few of their number became
involved in a Cainite religion that was a part Hellenistic sect, part Abyss Mysticism. In the
darkness, they worship the Greek Goddess with blends of blood sorcery and Obtenebration.
Those of the Society follow the Road of Night.

● Followers of Morta

Death is not a new concept to mortals and Cainites alike. The Goddess Morta, the Roman
Goddess of Death, has been secretly worshiped for thousands of years. This cult thought to be
started by a few mortals embraced into Clan Cappadocian and Lamia teach that worship and
following of her will bring secrets from the beyond. Followers of Morta practice the Road of Death
and Soul and her more devout followers pursue the Road of Lilith (with Morta as one of her
incarnations).

● The House of Broken Lamps

The followers of Mary the Black were thought to have been destroyed in the 3rd crusade but still
worship in secret. With the weakening on the Salubri in Constantinople the Wyrms of the House
of Broken Lamps become bolder in their worship and corruption. Mary herself is whispered to lay
deep under the city in the dark catacombs that Nosferatu even dare not go. The Wyrms follow the
Road of Evil Revelations.

● CULT MERIT:​​ ​Bathed in the Pit​​ [3pt Merit] – Having undergone the Baali Rite of
Apostasy, you now belong to a brood. Replace anyone in-clan discipline with Daimoinon
but also gain the Baali clan weakness in addition to your default clan weakness. You still
pass for a member of your former clan with relative ease, and anyone you embrace will
also belong to your original clan. You lose all the dots of the chosen discipline and they
are replaced with dots of Daimoinon. You must be on the Road of Evil Relations and
member of the House of Broken Lamps to undergo the Rite of Apostasy.

Status Systems (Work in Progress)

Position:
● Prince: ​Sovereign, Authority, Commander
● Governor/Seneschal: ​Noble, Authority​ - when Prince isn’t around.
● Senator of Faith: ​Prominent, Scholar​ (p448)
● Senator of Defence: ​Prominent, Blessed​ (p446)
● Senator of Politics: ​Prominent, Preacher ​(p482)
● Chamberlain/Harpy: ​Prominent, Noble, Guardian
● Prefect/Warmaster: ​Enforcer, Courageous
● Master of Elysium: ​Enforcer, Guardian
● Scourge: ​Enforcer

Social Class:
● Elder: ​Confirmed, Established, Privileged ​(Elder Guide is in the works)
● Ancillae: ​Confirmed
● Neonate: None

Status Bans:
● Lesser Status Ban: Member of a Low Clan or known to possess Obeah/Valeren.
● Greater Status Ban: Not a member of a High or Low Clan.

Skill Updates:

● Animal Ken - Needed to be able to Ride a horse.


● Computers- (Removed from setting)
● Drive - Default is changed to Carriages, additional dots are choices of: Chariots, Sailboats, Large
Boats, and Caravans.
● Firearms - Used for Crossbows. Athletics is still used for standard bows.
● Medicine - The mechanics remain the same, they are just achieved through more time
appropriate methods.

Background Updates:
● Eternal Dream Productions uses the ALT ID Background from WTA. A Copy of the replacement 
background can be found ​HERE. 
○ Alt ID and Generation backgrounds are not subject to Indirect Influence Attacks.
● Resources Levels
○ [1 dot] -Sufficient. You can maintain a typical residence in the style of the working class
with stability, even if spending sprees come seldom.
○ [2 dots] - Moderate. You can display yourself as a member in good standing of the
merchant class, with the occasional gift and indulgence seemly for a person of even
higher station. You can maintain a servant or hire specific help as necessary. A fraction
of your resources are available in coin or gold, readily portable property (like jewelry), and
other valuables that let you maintain a standard of living at the one-dot level wherever
you happen to be, for up to six months.
○ [3 dots] -Comfortable. You are a prominent and established member of your community,
with land and an owned dwelling. You likely have more tied up in equity and property
than you do in ready coin. You can maintain a one-dot quality of existence wherever you
are without difficulty, for as long as you choose.
○ [4 dots]- Wealthy. You rarely touch gold, as most of your assets exist in tangible forms
that are themselves more valuable and stable than coin. You hold more wealth than
many of your local peers. When earning your Resources doesn’t enjoy your usual degree
of attention, you can maintain a three-dot existence for up to a year, and a two-dot
existence indefinitely.
○ [5 dots] - Extremely Wealthy. You are the model to which others strive to achieve, at least
in the popular mind. You have vast and widely distributed assets, perhaps tied to the
fates of nations, each with huge staffs and connections to every level of society through a
region. You travel with a minimum of three-dot comforts, more with a little effort.

Disciplines:  
A. Mechanics 
1. Dominate: Can Dominate force a person to tell the truth?  
Dominate cannot force an individual to speak truthfully. While dominate can 
require someone to "answer my questions" it can't make them "answer my 
questions truthfully." This change alters no other parts of Dominate.  
2. Protean 2 and the Brujah merit Burning Wrath function together. ​The 
reference to “bare-knuckle” attacks should be understood to be flavor text, not 
a binding mechanic. 
3. Temporis (Patience of Norns). ​This power can be used outside out of the 
initiative order and reflexively, but still costs a blood & a standard action.  
 
 
Setting Merits/Flaws:

CLAN RARITY:
● Common Clans​​ [0 Merit Points]: Assamite (Warrior/Vizier), Brujah, Cappadocians, Gangrel,
Lasombra, Malkavian, Nosferatu, Toreador (Standard/Ishtarri), Tzimisce (Standard/Obertus),
Ventrue (Standard/Crusaders)
● Uncommon Clans​​ [2 Merit Points]: Cappadocians (Lamia), Caitiff, Followers of Set, Gangrel
(Coyote IE:Greek Gangrel/Ahrimanes), Malkavian (Ananke/Knights of the Moon), Ravnos
(Standard/Brahman), Salubri (Healer/Warrior), Toreador (Nephilim),Tremere (Standard/Telyav),
Tzimisce (Carpathian)
● Rare Clans​​ [4 Merit Points]: Assamites (Sorcerer), Baali (Standard/Angellis Ater), Followers of
Set (Sorcerer/Viper), Giovanni (Standard/Premascine), Lasombra (Kiasyd), Tzimisce (Koldun)
● Restricted Clans​​ [6 Merit Points]: Brujah (True), Followers of Set (Tlacique), Gangrel (Noaid),
Gargoyles (Slave)
● NOT SANCTIONED for Game:​​ Cappadocian (Samedi), Daughters of Cacophony and Sons of
Discord, Gargoyles (Free), Toreador (Volgirre)

Roads of Morality (Paths):

Common Roads​​ [0 Merit Points] for all clans


● Humanity* (Default), Cain, Chivalry, Cathari, Ecstasy, Heaven, Harmony, Honorable Accord,
Power & Inner Voice
Uncommon Roads​​ [0 Merit Points for Named Clans, 1 Merit Point for Others]
● Blood (Assamites), Death & Soul (Cappadocians/Lamia/Giovanni), Evil Revelations (Baali/Bathed
in the Pit), Feral Heart (Gangrel), Lilith (Lamia), Metamorphosis (Tzimisce), Night (Lasombra),
Orion (Gangrel/Gargoyle), Paradox (Ravnos), Scorched Heart, (True Brujah), Typhon-Set
(Followers of Set)

House Founder​​ [1pt Merit] - You are the founding member of long-lasting or up and coming lineage
within Constantinople. With such respect, you are allowed a misstep or two. You gain the Innate status of
Gallant.​ Should you gain the negative status ​Disgraced,​ you lose the benefit of this merit until the
Disgraced​ status trait is removed.

Prestigious Sire​​ [1pt Merit] - Your sire is an impressive elder or holds an important position in the
Constantinople. You possess the innate status trait​ Loyal​ so long as both you and your sire avoid
scandal. Should either of you gain the negative status ​Disgraced,​ you lose the benefit of this merit until
the ​Disgraced​ status trait is removed.

Shepherd of the Road​​ [1pt Merit] - You are seen as Paragon of the Road (Path) you have taken in
unlife. You may take 10 minutes counseling about the ethics of your Road to a member that follows the
same Road (Path) as you and they regain 1 willpower point. A Cainite can only benefit from your console
once a month. You lose access to this merit if you drop below 4 dots in your Road (Path). You cannot be
both a Shepherd and an Apostate.

Trinity Family Legacy​​ [1pt Merit] - You are a ​Toreador​​, ​Tzimisce​​, or ​Ventrue​​ of one the Three founding
Lineages of Constantinople. Though no longer in power you hold some influence in the city and many still
pay lip service to the former rule. You receive a +1 on all Leadership and Intimidation challenges dealing
with the Cainites, Ghouls, and Revenants of Constantinople.

Foreigner​​ [1pt Flaw]: You are Cainite that was not embraced or have lived in Constantinople until
recently. Because of this you are seen as an outsider and not fully trusted in its Court. Your maximum
fleeting status is 1 less than usual while you have this flaw. This penalty adds to that imposed by any
status ban.

Illiterate​​ [1pt Flaw] - Common among the lower class of the time period, you cannot read or write. This
has no effect on learning of what a symbol or a sign means in general, but if you are to ever understand
anything past just passing knowledge of a symbol or sign, you must buy off this flaw.

Oathbreaker​​ [2pt Flaw] - Once you swore fealty to a Lord, promised loyalty to an organization, or made a
binding business contract with a powerful person (or anything similar). You have since broken that
promise. Your motives may have been pure, but you are now branded as an Oath-breaker. It is near
impossible to earn the trust of others. You lose 1 downtime a month because of your need to constantly
prove yourself and dodge those seeking harm against you for breaking your Oath.

Apostate​​ [2pt Flaw] - There is no sin in changing Roads (Path). However, the manner in which you
changed Roads was spectacular and offensive. You decried your former Road in public and spoke out
against the faults within their tenets. Predictably, this has earned you the ire of those on your former
Road, but it has also made the members of your new Road suspicious. You must work twice as hard to
earn the respect of your peers. Be wary, also for those who might seek revenge. You cannot be both a
Shepherd and an Apostate.

Soul Shard​​ [3pt Flaw] - You diablerized someone, and that spirit was strong enough to remain
permanently active within your soul. It fights you constantly, and you can never be sure that its sentience
isn’t influencing your actions. When your body is wounded, this spirit leaps upon the weakness and fights
your control. While it tears at you from the inside, you must marshal your inner resources, lest the spirit
forever take control. If you ever take enough damage to reach the Incapacitated wound track or beyond,
you cannot spend Willpower until you are once more healed to the Injured wound track (or better).
Areas of Interest

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