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Seed eas ETERNAL DREAM PRODUCTIONS 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. 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 along 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 fist, but the more one squeezes the more one let's slip through their fingers. There are a great many issues that have taken root in the Golden City. There has been a resurgence of pride in the Brujah, the loss of Carthage still fresh in their minds. While the last of the three families worry about Alfonzo's wrath, mysterious cults, and fanatic religions all butt heads as their ideologies burn. 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 enters Constantinople smelling the hemorrhaging blood spewing from it. The Jyhad grows as the Golden city fades. THELEGACY }) MEMBERS OF ¢ OF THE QUAE CHILDER:*MEMI CLANS (TOREADQR, Til SCE, AND VENTRUE) RTHEY WANTED. : THE LEGACY OF Foun WHICH DICTATED IE THAT ONLY MEMBERS OF THREE MAIN. * CLANS COULD. BEQUEATH: A DOMAIN TO. ANOTHER VAMPIRE AND THAT EACH J Rok: WITHIN THIS:DGMAIN HAD. ENFORCE THE CODEX, THE LEGACY OF ate THAT ANYONE WHO Kil THREE MAIN CLANS WOULD/HAVE | ‘A BLOOD HUNT CALLED UPON TH le uses the By Night Studios, Vampire the Masquerade for its core rules. In addition to their Offical Errata and FAQ on their website. (http:/www.bynightstudios.com/) Beyond that, the setting of this Eternal Dreams chronicle is inspired by Constantinople By Night, V20 Dark Ages Companion (pg.57-73), and Bitter Crusade. History from older supplements, i.e. clan books, sect guides, etc., can be used at Storyteller discretion. Character Creation XP: Base 70xp ; Background XP: 10xp ( Must include background and 3 minor & 3 Mj goals. ) Monthly Cap: 10 xp Degrading Cap: None Floor XP: 3xp per month. a Character Sheets for the Dark Ages Setting can be found on our website. THE SIX TRADITIONS: LAWS OF CAINE THE FIRST TRADITION: COVENANT “THY BLOOD MAKES THEE MY BROOD, GRAFTED IN MY IMAGE. MY CURSE THINE, MY SALVATION THINE. | STAND BEFORE AND ABOVE THEE AS GOD-REGENT. | AM THE WAY, MY TRADITIONS COVENANT. RENOUNCE ME AND RENOUNCE ALL HOPE.” THUS SPOKE CAINE. THE SECOND TRADITION: DOMAIN “AS. | AM MASTER OF NOD, THY DOMAIN IS THINE OWN CONCERN. THOU ART ITS MASTER AND ALL WILL RESPECT THIS OR SUFFER THY WRATH. ALL WILL PRESENT. THEMSELVES WHEN ENTERING, AND THOU SHALL PROTECT THEM IN TURN. BY RIGHT, THOU ART ALLOWED TO HUNT WITHIN THE BOUNDS OF THY DOMAIN, ITS BLOOD THINE OWN. ACCEPT ITS RESPONSIBILITIES, MINISTER THY DOMAIN AND PAY OTHERS THE SAME RESPECT THOU EXPECT.” THUS SPOKE CAINE. THE THIRD TRADITION: PROGENY “THOU SHALT ONLY SIRE ANOTHER WITH THE PERMISSION AND BLESSING OF THINE ELDER. TO CREATE IS THE PROVIDENCE OF THOSE GLOSEST TO ME, FOR THEY SHALL BE ACCOUNTABLE. BREAK THIS, AND BOTH THEE AND THY PROGENY SHALL BE SLAIN.” THUS SPOKE CAINE. THE FOURTH TRADITION: ACCOUNTING “THOSE THOU CREATE ARE THINE OWN BLOOD UNTIL RELEASED FROM THY CHARGE. UNTIL THAT MOMENT, THEIR SINS, THEIR BLOOD AND THEIR PUNISHMENTS ARE THINE.” THUS SPOKE CAINE. THE FIFTH TRADITION: DESTRUCTION “FORBIDDEN ART THOU TO SPILL THE BLOOD OF ANOTHER OF THY KIND WHO IS ELDER. THIS RIGHT BELONGS ONLY TO THE CLOSEST TO. ME.AND NONE OTHER. IT IS FORBIDDEN FOR THOSE OF WEAKER BLOOD TO RISE AGAINST THEIR ELDERS. THIS IS MY FINAL COVENANT.” THUS SPOKE CAINE. THE SIXTH TRADITION: THE SILENCE OF BLOOD “NEVER SHALT THOU REVEAL THY TRUE NATURE TO THOSE NOT OF THE BLOOD. DOING SO SHALL RENOUNCE THY CLAIMS TO MY COVENANT.” THUS SPOKE CAINE. The End of the Dream Three methuselahs 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 the Three Families and everything fell into place. Where there is a dream there is a nightmare. As the Three Families lost focus and the guidance of their Methuselahs, so did the Serpents 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 Old Ways vs. The New 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 contol 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 Clans of the Golden City 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) All Other Clan/Bloodlines: Greater Status Ban Assamites The Assamites até few in)number in Constantinople. Alamut has'sent two as ambassadors and are 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. CAITIFF The Latin Quarter harbors Several Caitiff. 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: Caitiffin 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 thing that other Cainites do not want to touch. In addition to that, their founder has tasked them with following Christianity, though this does Not stop them from their studies of death. The Goldeh City is a city of Ghristianity, 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 tothe Cainites of the city; With Michael no longer in power, their position in the city remains uncertain. PO rome occas Born from an argument between Me Esra tcl arae ka the necessity of evil, the Children of aN Peace ue RCN ENR Id eae nage cael Michael pursued. As a result, most the at euep ech eee) and focused on depravity for depravities sake, taking great Pett ate nt ci] various Toreador offspring from their patriarchs and subverting the works eeaeeec ar rnaresis ‘) Malkavians Gangrel More than any other clan in the Golden City, they are a varied and diverse lot) Some members ate typically isolated, but others have taken their roles as protectors to heart performing duties with ambition, determination, and above all, pride. Lasombra The Lasombra aré in tonttol of the Golden Throne; The Bishop Alfonzo of Venice once controlled the Latin Quarter and waited, building his allianices, suppoiters, and moving his tentacles throughout Constantinople. Using the fires of the Fourth 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. 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. \ 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 ar separated into two allied groups: The Children of Malachite and The Knights of th & of St. Ladre. / RAVNOS Ein teaiteheiy he Ravnosand the Veh lehave a close rellPrchip in Constantinoplél 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. | 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 ~ dan 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 a5 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 aré not many left in the city and ‘those who are, tend to be strong followers of Michael the Archangel, founder of Constantinople and Patriarch of The Dream. They bélieve wholeheartedly in that dream, the | embodiment of the Father of the Trinity, and they believe in his Dream. Though they ate no ger in power they work to see his Dream and his city not fall from its glory. They want hat is best for it, but do they know what that truly is? fe 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 séen as a useful tool to those in power | and they will use them to get what they want. The Tremere know they are being used but ‘don't caré as long as it helps them move up the ladder of clans and destroy the Salubri. They have a powerful chantry (or powerful: chantries) protected by their! Gargoyle creations and many smaller hideouts that only the Nosferatu might know about. 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 founderand embodiment of the r Holy Spirit) whiletothers look just to survive. The Obertusiine are the largest supporters of the Clan Salubriin the city and us® what favors and resources they have left to try to protect them from harm. Constantinople Tzi 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 récover 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 ate, Mayra i. serviceto the former Dream and Christianity, but they really only care abot. what¥vehicle will put them on top.. 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 Gainite 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. uit 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 whdteheartedly believe Michael is an Archangel wearing a vampiric face. They claim to hear his song and itis their divine purpose to resurrect Michael's Dream. The Nephilim in charaaigt disciptines are Auspex, Chimerstry, Presence - They suffer an additional clan flaw of they/must B@%n the Road of Heaven and all sins against the road they gain 1 additional beast tpt than what the sin would be, (For more details see V20 DA: Companion pg 69) / < THE DREAMER 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 ByzantiumsThey | cemented theirinfluence ‘over the kine by posing as a’pagan eult to Aphrodite, and a few of their number became involved in a Cainite religion that was a part Hellenistic ect, part Abyss Mysticismeln the darkness, they worship the Greek Goddéss with blends of blood sorcery and Obtenebration. Those of he Society follow the Road of Night. The Followers of Morta- | Death is not a new ¢6hcept to mortals and Cainites alike. The Goddess. Moe the Roman Goddess of De yasbéen séeretly worshiped fortho ears. This cult teach that “brings | Morta| and,her more | Road of Lilitty i 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 Eyil Revelations 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 fora member of your former clan with relative ease, and anyoné 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. Constantinople occupies a peninsula jutting into the Bosporus, the strait that separates the Western world from the Eastern and serves as a major trade route to and from the Black Sea, The city’s northern shore runs along the Golden Horn, an inlet of the Bosporus, and its southern wall borders the shores of the Sea of Marmara. To the west, the city of Adrianople and the land of Thrace — once part of the Eastern Roman Empire — lie under Bulgarian control. The suburb of Galata perches just across the Golden Horn, another victim of the Fourth Crusade; its Megalos Pyrgos, or Great Tower, once controlled a massive chain stretching across the waterway to stop enemy ships from reaching New Rome's northern harbors, but the crusaders brought the tower down and have not restored it. Under the tubble, a powerful Cainite who made her haven within now lies torpid, awaiting the arrival ‘of saviors who may never come. A moat separates the great double landside battlements of the Walls of Theodosius Il from the ruined Industrial Quarter that used to thrive on the outskirts of Constantinople. In that decaying neighborhood, noxious waste from abandoned tanneries and smithies soaks into the land and attracts all manner of foul, unnatural creatures. The sea and land walls both are dotted with gates and military posters, the most elaborate and celebrated of which is the Golden Gate on the land side near the Marmara shore. Some two kilometers east of these walls rises the older Wall of Constantine, and still farther east is what's left of the original walls of Byzantium. Like Rome before it, Constantinople is built atop seven hills and separated into 14 numbered districts — including Galata — as well as a few additional regions, like the Exokionion in the Lycus River valley and the area around the central Mese, or main road. | The Latin Quarter In the nights before the Fourth Crusade, Galata and the four districts opposite it were known as the Latin Quarter, with segregated neighborhoods belonging to various religious and ethnic groups. Since then, the entire city has more or less been Latinized, but Cainites with their long memories still refer to the area by its older name and the segregation continues. Galata houses a flourishing Genoese quarter under Gabriella’s de facto leadership, while the Venetian vampires claim the seventh district wholesale. Other mortal groups gather in smaller pockets along the Golden Horn, including the Jews, the Pisans, the Amalfitans, several pagan sects, and the Muslims; each hosts a few Cainites battling over feeding grounds within. Alfonzo and his Latin compatriots have a history of running the deeply corrupt underworld in this region, dating back to 20 years before the Fourth Crusade. Their coin sponsors taverns, brothels, opium dens, gambling dens, blood harems, black markets, smugglers’ havens, and any other establishment they can devise that preys on vice. hy ‘Theymate a killing on these illicit businesses and suck the economy of this area dry, which is why everything that isn’t a Latin racket has devolved into slums, ragged tent camps, and abandoned gutters where the poor scrape by — many of whom are Greeks left destitute and homeless by the crusaders’ predations. The Venetian district is more richly appointed than the rest but tends toward ostentatious facades masking dens of depravity, with Cainite nobles at their centers. Even on nights when the Prince doesn't host a blood feast at his extravagant estate, others in his court hold exorbitant affairs of their own. Ironically, the long tradition of wanton violence in this part of town makes Alfonzo’s strict rules harder to enforce than anywhere else. The Great Palace The Great Palace, or Sacred Palace, of Constantinople was where many of the Eastern Roman emperors lived and where much of the imperial court’s work went on. An extensive complex of stately halls interspersed with an assortment of pleasing structures sprawls near the ‘southeastern tip of the city, just south of the Hagia Sophia and just east of the Hippodrome —the massive circus where gladiatorial fights and chariot races once thrived. The crusaders tore the whole area apart, selling valuable pieces of architecture for coin and leaving everything to rot in disrepair. They installed their own emperor at the Blachernae Palace in the far northwestern corner of the city instead. Chapels attached to the palatial buildings lie abandoned now, including several that were once home to a trove of sacred Christian artifacts. The mortal Orthodox Church devoutly protected such marvels as the original Crown of Thorns and the Rod of Moses, which were strictly off limits to Cainites when the Trinity ruled. For all the wrack and ruin festering behind Constantinople’s walls, nothing has yet been able to snuff the spark of the Grand Bazaar, the commercial hub where Latin and Hellene, | east and west, mortal and Cainite, all commingle in a glorious urban cacophony. Thanks to centuries of vampiric influence, the Bazaar never sleeps. During daylight hours, mefchants from every far-flung corner of the world unpack their wares and sell, sell, sell. Wagons and” carts, tents and shacks, mats and carpets, makeshift booths, stands, storefronts, squares, |. and even the merchants themselves bedecked from head to toe all offer a whirlwind of . ~ goods local and foreign. ‘When the sun sets, the market grows quieter but no less teeming with merchandise. While the Latin Quarter holds the record for common illicit business, oddities and horrors found nowhere else in the known world crawl out from the cracks of these night-brokers’ shops. They have been serving the perverse needs of the Cainite set since Byzar first planted his }@ flag, and each year they get more creative. the part all Cainites know. What most don't know is that the Grand Bazaar also hides a der of vampire hunting maniacs with dead vitae in their veins and murder in their ‘arts. These fanatic kine were once starry-eyed ghouls in the company of undead gods, rving the Trinity families loyally for decades before it all came crashing down around tiem. Left behind when their regnants burned or fled in 1204, they pined and wept for yyeats before the loss of their dark masters drove them to a hateful, bitter rage at their own hival. Taking their own (or each other's) lives seemed like a waste of the sacred trust their owed upon them, so instead they have vowed to cleanse Constantinople of the calling themselves Cainites in these debased nights. The order has no name, * They work intandem and in numbers to lare vampires away from the crowd, falling upon them with stake8and fire once the¥’@ alone, The only Cainites safe from their predations are the Nosferatusknow to thém as true allies pf the vanished Dream. . ae ss ‘. ma Kei] The proper portrayal of an Elder vampire is one of the most contentious topics of debate between Storytellers and VtM players at large. In canon material, folklore, * and Various media sources, the Elder vampire is a master manipulator whose machinations span time and distance, capturing numerous others in their web. Quantifying “a good Elder” is a nearly impossible undertaking, but through a series of conversations with players and Storytellers over the years a number of common variables have emerged; it is from these sources that this document has been created. The purpose of this document is to establish a framework for playing Elder characters in the Dark Ages Setting, This document puts forth a number of expectations for play in broad terms and, more specifically, a persistent Point System weighted towards desirable qualities. Requirements for All “Elder Status” Characters inthis Chronicle, Vampires with elder status are a category of vampires that are over 300 years old and of the 8th generation or better, No vampire embraced under 300 years of age will be considered a true Elder regardless of their Generation. The Storytelling Staff will not be approving any 6th gen that are less than 300 years since embrace at character creation 7th and 8th Generation characters can acquire the “Elder status” with approval and 6th Generation characters are required to have “Elder status” in order to be approved for play. As with any Approval, playing an Elder is a privilege. The Point System detailed below is intended to maintain a baseline quality aspect of Elder play. Violating the expectations in this document, to include failing to adhere to the listed expectations, will result in the player being warned and potentially culminating in the removal of the PC from play. Elders are grouped into four types: Luminary (6th Generation)(Minimum of 300 years old) - Nearly all Luminary Elders existed before the Sects were formed and each is a fearsome creature in its own right. These vainpires are seen as pure-blooded reflections of the ancient founders, with extremely thick and potent vitae. They shoulld act primarily through agents and pawns. _ When they take direct personal action it should be something of significance or have serious implications for all involved. Master (7th Generation)- These frighteningly potent vampires are paragons of their clans, Their vitae is powerful and exceedingly pure. They are the Elders who visually implement the long-term plans of their Luminary Sire and are more prone to take more direct action than theirsires. However, they also have their own agenda and their own power base. Sometimes their plans can be at the behest of the Luminary (like Sauron and Saruman) or they,can be working to undermine their Sire, Regardless they are dangerous rivals and allies. , Pretender (8th Generation) - A vampiric Pretender Elder is a powerful creature, with iblood just thick enough to support one of her kinds most potent powers — but only one. t this stage, a vampires blood still retains a certain flexibility, Pretender Elders are the ones. st likely to take direct action. They are usually seen implementing ideas and leading - rom the front when things need to get done. Even still, they would rather work through lieutenants and underlings to make the world move'to their whim. Out of all the Elders, those of the 8th Generation have to be the most guarded, as the Ancillae below them are often jockeying for their position and the Master Elders above them are working to ensure they temain in place (orf they become a viable threat, are removed). -ALTID ELDER - If you use ALT for Elder Status you will be held to the same guidelines and ‘expectations. : ‘ sy ~ Elder Expectations Elder status (Note: 6th gen’s are required to follow) With age, a vampire becomes more cunning, more deadly, more feared) more hated, more resented, and more powerful. As the blood congeals and the skin turns to parchment, the heart, mind, and soul begin to rot, driving the Elder to seek further luxurious escapes of cruelty and deception. To all other vampires Elders demonstrate what happens after a tragedy. As centuries-old blood-sucking monsters, Elders cannot and should not pretend to be living humans for they are inherently the corruption of time and the foulness of aged blood. One is only an Elder through age. As such, all Elders recall similar events of the past and are generally resistant to change. The Ways of all Elders are similar, which breeds both a sense of familiarity and contempt, as Elders grow older and colder together. In the end, true Elders should be fear incarnate and full of power, hatred, jealousy, lies, spite, and intrigue, The following are in-character expectations for all Elder PCs: 2 Player Vassals - An Elder candidate must have at least two public Vassals which must be other PCs. These can be either Sworn or Blood oath but all parties must be in agreement in order to grant the player wishing to have Elder status. Note: Only two of these Vassals are required, A player may have any number of Vassals and only two are required to be public (IE: Everyone knows who your Public Vassals are.) The Point System (Borrowed from MES): Each elder Candidate will be required to meet the minimum threshold in order to be considered. (See below) @ Mechanical: An Elder candidate must have been influencing the city of Constantinople for at least 300 years and have at least a minimum of 3 dots in the Generation Background, How you do this is | determined by the player, but generally a short backstory will suffice. Note: If you have 5 dots in Generation you must have the Elder Status. ALWAYS Honor the Boon System. ALWAYS publically respect Elysium. Clan Stereotypes - Each Clan additionally has some of its own stereotypes concerning their Elders, Note: This is entirely up to the player but we strive for consistency and creativity. You should feel free to create interesting and unique “Quirks” about your elder but please follow each clans stereotypes and stay consistent. Stated Focus - Elder PCs should have one “focus” that they are willing to risk their lives for. It should be something that falls in line with the archetypes of that PC’s Clan. This represents the biggest drive behind the Elder's existence and could even be considered an obsession. This focus may change once during the course of play, but itis not something that would happen casually. It should be representative of a life-shattering event and be role-played accordingly. Scandals - Elder PCs should immediately attempt to distance themselves publicly from any scandal that arises. If an Elder's descendent or minion is involved in a scandal the Elder should punish that person once the scandal has blown over; in extreme cases, that may mean cutting off their own childer or other close allies. 23. The Point System ‘An Elder Character is required to meet an Elder Creation Point Threshold. Each Elder Generation is assigned a specific point threshold. The breakdown is as follows: GENERATION ELDER POINT THRESHOLD 8th 7th 6th Elder Characters who wish to have elder status must choose from the below menu of items, and from the item menu for their character's, Some items have a positive value and some have a negative value. Items with a positive value count toward the Elder Point Threshold goal. Items with a negative value detract from the Elder Point Threshold goal. Any item that is not listed has no effect on the Elder Point Threshold goal. Ifa character sheet is rewritten after the initial approval, it must always conform to the Threshold requirement, even if items that were previously added to it were removed. This must be clearly stated as a change. UNIVERSAL POINT THRESHOLD ITEMS FOR ALL ELDERS Skill: Firearms(Crossbows) at any level at character creation Skill: Carriages(Drive) at any level at character creation Skill: Science at level 3 or higher at character creation Background: Fame, negative per level Merit: Daredevil Merit: Efficient Learner Merit: Light Sleeper Merit: Unbondable Flaw: Curiosity Flaw: Foreigner Social Primary Character Animal Ken at level 3 or higher at character creation Athletics at level 3 or higher at character creation Crafis at level 3 or higher at character creation Skill: Leadership at level 3 or higher at character creation Skil: Linguistics at level 3 or higher at character creation Skill: Lore at level 3 or higher at character creation Skill: Melee at level 3 or higher at character creation Skill: Occult at level 3 or higher at character creation Skill: Survival at level 3 or higher at character creation Background: Influence at level 3 at character creation Background: Resources at level 3 at character creation Background: Retainers - Possessing more than 3 Retainers at character creation Merit: House Founder Merit: Loremaster Flaw: Cursed (Only counted once, even if PC takes Cursed multiple times) ] Flaw: Dark Secret Flaw: literate Flaw: Methuselah's Thirst Flaw: Notoriety Flaw: Overconfident Flaw: Archaic Flaw: Dull Flaw: Hunted Having more than 2 Vassal PC's, At least one Minor Boon oved to two different Elder player characters from a different clan oy | With an updated setting there are mechanic changes that must also follow. We have tried _| our best to make sure the By Night Studio Book remains the best source for our rules. With that said here are the updated rules for our Dark Ages Chronicle. Status Systems 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 "Elder: Confirmed, Established, Privileged 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: ine! Dream Productions uses the ALT ID Bickarouns from WTA. A Copy of the 27. [1 dot] -Sufficient. You can maintain a typical residence in the style of the working | with stability, even if spending sprees come seldom. merchant class, with the occasional gift and indulgence seemly station. You can maintain a servant or hire specific help as necess. " resources are available in coin or gold, readily portable property (It valuables that let you maintain a standard of living at the one-dot le lappen to be, for up to six months. [3 dots] -Comfortable. You are a prominent and established me! community, with land and an owned dwelling. You likely have more tied up in property than _ you do in ready coin. You can maintain a one-dot quality of existence wherevet you are e ‘without difficulty, for as long as you choose. [4 dots]-Wealthy. You rarely touch gold, as most of your assets exist in tal are themselves more valuable and stable than coin. You hold more wealth your local peers. When earning your Resources doesn't ena degree of attention, | you can maintain a three-dot existence for up to a year, a dot existence indefinitely. ] - Extremely Wealthy. You are the model:to which others strive to achievé, atleast _ | pular mind. You have vast and widely distributed assets, perhaps tied to the fates of 0 ich with huge staffs and connections to every level of society through a region. u travel with a minimum of three-dot comforts, more with a little effort. Disciplines: Mechanics 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. 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. Temporis (Patience of Norns). This power can bed outside out of the initiative order and reflexively, but still costs a blood & a standard actiof® Thaumaturgy: Path of Technomancy is removed from the sett Cappadocians, Gaf@tel, Lasombra; Malkavian, Nosferatu, Toreador (Standard/Ishtarri), Tzimisce (Standard/Obertus), Ventrue (Standard/Crusaders) Uncommon Clans [2 Merit Points]: Cappadoci itiff, Followers of Set, Gangrel (Coyote IE:Greek Gangrel/Ahrimanes) hts of the Moon), Ravnos (Standard/Brahman), Salubri (Heal jor), Te lim), Tremere (Standard/Telyay), Tzimisce (Carpathian) Rare Clans [: it Points]: Assamites (Sorcerer), Baali (Standard/Angellis Ater), Followers of Set(Sorcey Giovanni (Standard/Premascine), Lasombra (Kiasyd), Tzimisce (Koldun) _ Restricted Clai ‘Merit Points]: Brujah (Tru, loaid), Gargoyles (Slave) owersoof Set (Tlacique), Gangrel |ANCTIONED for Ga adocian’ ‘of Discord, Gargoyles (Free) #reador (Volgirre) Ihters of Cacophony and Sons Roads of Morality (Paths): Qo Common Roads [0 Merit Pojiii] for all clans Humanity* (Default), Cain, Cl 'y, 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 (Tzimnisce), Night (Lasombra), Orion (Gangrel/Gargoyle), Paradox (Ravnos), Scorched Heart, (True Brujah), Typhon-Set (Followers of Set) : e 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. it] - Your sire is an fer or Holds an important position tantinople. You possess the innate status traft Loyal so long as both you and sire avoid scandal. Should either of you gal 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 col about the ethics of your Road to a mem it follows the same Road (Path) as you and thereg ijlpower point. A Cainite can on} m your console - ‘once a mont! Jess to this merit if ur Road (Path). You land an pene 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 ity and many still pay lip service to the rule. You receive a +1 on all Leadership ‘Intimidation challenges dealing with the Cainites, Ghouls, and Revenants of ‘ Constantinople. 31. ~ trusted in its Court. Your maximum fleeting status is 1 less than usual while you have this law. This penalty adds to that imposed by any status ban. Iliterate [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 publi¢ 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 se who might seek revenge. You cannot be both a Shepherd and an Apostate. [3pt Flaw] - You diablerized someone, and that spirit was strong enough to emain 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).

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