Seed
eas
ETERNAL DREAM
PRODUCTIONSDisclaimer: 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 THle 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 CharacterAnimal 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 clanoy | 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 settCappadocians, 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) :
eHouse 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).